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		<id>http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104828</id>
		<title>FiresideChat</title>
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		<updated>2016-06-08T17:00:21Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Thought */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fireside Chat Ideas =&lt;br /&gt;
I am looking to improve some of the aspects of communicating things to the players.  Several people have suggested the idea of a weekly fireside chat around when I run test passings.  I have created a new Microphone Channel called Fireside for the this purpose.  I will accept suggestions here for topics for each week.  I would like to keep the discussion on topic as much as possible with as many questions submitted here before the event.&lt;br /&gt;
&lt;br /&gt;
'''If Weekly Fireside Chats aren't working (as evidenced by the fact they aren't happening) can we have them scheduled at some other iteration?  Bi-Weekly?  Monthly?  It's good to hear about the state of the game.'''&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Why do you want the questions up front and not during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Because historically the ENN chats have started well but got worse the longer they go on.  If I get the questions up front, I can think about the answers and not do quick off the cuff answers that tend to upset someone or another.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Can I have a unicorn?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' No, stop asking.  It was funny the first 200 times, but now you are more likely to get a snarky answer that causes someone to point out that Pluribus is a meany and he shouldn't talk to the players that way.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I submit idea for topics and or Questions that I would like answered.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Add them to the sections below. (+1 any question that you are interested in that was previously posted)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How long will these chats last and is there any chance of taking questions during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' I am shooting to make them about 30 minutes long.  Questions submitted during the event may be answered at my discretion.  Posts that are off topic or meant to just be inflammatory will just be deleted rather than posted.  (Yes it is censorship, deal with it)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I see the discussion as it is happening?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' During the event, just /join Fireside and the microphone channel will be added.  If you can't be in game, it will be logged with the other microphone channels.&lt;br /&gt;
&lt;br /&gt;
== Topic Ideas ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
&lt;br /&gt;
== Questions Per Topic ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
* Would you consider adding vanity titles for passing &amp;gt;7 tests in a discipline (&amp;quot;Pharaoh's Idiot&amp;quot;)? It would encourage some of us to keep playing. -Istwan&lt;br /&gt;
* If the barrier to doing a kickstarter is the time required on your end, why not source ideas from the community and get community involvement in running the campaign?  I've started throwing together some ideas [[Kickstarter|here]] -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* How large of a team is currently working on ATITD?  What sort of things are you needing help with that the community might be able to step in and assist?  We all love this game and want to see it flourish. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What is the biggest challenge you are seeing in attracting new players to the game? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What percentage of active subscriptions are the full-telling subscription purchases? - [[User:Dresdor|Dresdor]]&lt;br /&gt;
* (Nerdy Questions)How are you tracking various work items/doing project management for this (and the other) games?  What system (if any) are you using as a code repository? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* Why can't fertilizer be used to fertilize soil? - Lisanna&lt;br /&gt;
&lt;br /&gt;
=== Existing Test Improvements and Changes ===&lt;br /&gt;
* Some test have rewards, while others do not. Is there any chance to add some reward to every test, even just a small one. - Balthazarr&lt;br /&gt;
** Architecture - Since each passed test allows an addition 14 cells to a compound, this discipline is pretty much covered. Plus the various houses that you can build after passing tests, and Monuments Towers, too.&lt;br /&gt;
** Art - Since each passed test gives an improved Artistic Touch for Blacksmithing, this discipline is pretty much covered.&lt;br /&gt;
** Body - All but Banquet give a stat boost, maybe a Perception boost could be the reward for Banquet. &lt;br /&gt;
** Harmony - Gives no rewards for anything, other than the Offering Vault becoming an oversized warehouse. This is probably do to Harmony being a late addition to the game.&lt;br /&gt;
** Leadership - Gives rewards for 3 tests Hegemon, Demipharaoh &amp;amp; Mentorship. What about some reward for the others?&lt;br /&gt;
** Thought - Gives no rewards for anything. I can think of no reason why this original discipline was left out in the cold.&lt;br /&gt;
*** Maybe something like Artistic Touch for Glassblowing or some sort of boost of that sort. - Balthazarr&lt;br /&gt;
** Worship - Since each passed test increases the yield by 10 barley, this discipline is pretty much covered. Plus a few tests have an extra benefit given to the passers.&lt;br /&gt;
* Bedouin is the only test where the player is ignorant about how near is the goal when it was not reached. In all the others it is known. That could be fixed saying each day in system the 3 (or 4) top scores: the 2 that advanced and one or two more. - Sabuli&lt;br /&gt;
* Marriage - There needs to be some way of configuring how much sharing there is in your marriage.  One reason I'm not keen on doing this is I don't want to give unrestricted access to my stuff to another player, especially when I am offline.  Some concerns:&lt;br /&gt;
::DP Ban powers should not be accessible by the spouse.  We didn't elect them, we elected the DP (and/or make it configurable, but I'm a fan of no ban powers with spouse login)&lt;br /&gt;
::Restrict/configure access on buildings (e.g. maybe I want my spouse to be able to access guild buildings at my access level, or perhaps I want them to use their own access level on all things.  Maybe be able to toggle certain buildings as spouse inaccessible)&lt;br /&gt;
::Restrict the time they can be logged in as you, or prevent them from spouse logging.  I'm really not that much of a fan of being able to pretend to be someone else, even if its your spouse.  -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Test Rebalance For Solo Play Or Consistency ===&lt;br /&gt;
The goal for the game has never been for one player to complete all tests (though this has happened) but there seems to be no consistency in terms of difficulty for a test.  The following rebalance ideas are offered for consideration (offered by [[User:Dresdor|Dresdor]] in the hope of game balance and improvement):&lt;br /&gt;
====Architecture====&lt;br /&gt;
* Principles - Architecture principles is a little time consuming at newbie tech levels (takes a couple hours to grind out all the materials, especially if you don't get things like improved brick racks, hackling rakes, and carpentry shops built in your compound before expanding it).  Improvements recommended here would be to make the expansion smaller, and maybe include building some of the simpler compound buildings.&lt;br /&gt;
* Test of The Obelisk- Instead of making this &amp;quot;tallest wins when held for x time&amp;quot; make it point based like other tests.  If you have the tallest of this type of Obelisk, and are holding power, you earn x points per day.  You earn proportionally less based on how much smaller your obelisk is (exact formula is left to the designer).  In theory, even if you've never had the largest obelisk, you still earn points.  Multiply points by a factor for the type of obelisk (e.g. 1 for desert, 2 for metallic, 3 for cut stone, etc).  The goal is to improve the test for everyone and make things like queues redundant.&lt;br /&gt;
* Throne of the Pharoah- Making this more solo-friendly would be to allow anyone to attach a decoration to the throne.  When done by someone not in that throne's group, the throne group gets a half the normal points, and the soloer gets half the normal points.  Alternatively make it on a timer so that for the first X hours only group members can do this.  Similar to the recommendation for obelisk, make passing based on points instead of best throne wins a pass (or add a secondary pass based on points for those not in a throne group).  &lt;br /&gt;
* Test of Towers has a good balance and is soloable.  No changes recommended at this time.&lt;br /&gt;
* Test of the People's Pyramid - Pyramids take a lot of manpower for one person to get a pass.  Pyramids also provide some small bonuses to Egypt as a whole, so there's no real risk of them not getting built eventually without this test.  My thought is this test should be removed, or its mechanic replaced by some kind of points system for helping build a pyramid (or like other tests, maybe earn points by blessing a pyramid in some way, and whoever has the most points on a given day gets a pass on the test).&lt;br /&gt;
* Test of the Megalopolis - I like the flavor of this test, but I envision this as an ever-growing site.  Restict Megalopoli to one per region.  A Megalopoli is completed when the central building is built, but can be added on to by any player.  Megalopoli can expand indefinitely, and grant benefits to the region they are built in, but a player can only ever add one building to a Megalopolis.  Region Megalopoli should compete with each other, and you earn 1 point per building in your megalopolis per day (from the time you add yours).  The x people with the most points every week pass the test.&lt;br /&gt;
* Test of the Funerary Temple - This test is mostly ok.  I'm not a fan of the overall demand of Raeli tiles in the game, so I'd recommend being able to add other &amp;quot;decorations&amp;quot; to the temple in a similar manner (fish scales might be fun, used in the same way as tiles, as would paint, but worth fewer points).&lt;br /&gt;
* Test of Life - This test works very well the way it is (once the grow attempts vs actual grown counting bug is fixed next telling).  It is possible to &amp;quot;split off&amp;quot; an existing aquaduct and make your own branch (even for one tower and bulk grow your own veggies).  While you can't strictly solo this, you can do a decent job of passing without being involved in the big groups.&lt;br /&gt;
* Test of Seven Phoenix - I don't have much of a comment on this test.  Its ok as is.  It requires group participation to reasonably pass.  Maybe reduce points needed based on activity levels?&lt;br /&gt;
* Test of Octec's Ghost - This is an ok test, but I really don't like it for Architecture.  It doesn't have the right feel for it.  This is more of a Harmony test.&lt;br /&gt;
&lt;br /&gt;
====Art and Music====&lt;br /&gt;
In general, these tests are voting based, and so we have large &amp;quot;galleries&amp;quot; of art near CS.  Failure to put your art there tends to mean you will not pass as quickly as those that do.&lt;br /&gt;
* Principle: This really should be a test on its own, as sculptures are usually very well done.&lt;br /&gt;
* Test of Khefre's Children: Reduce the number of judges needed to a function of how many active players there are (with some minimum).  This way we can actually get passes even if there are few people playing.&lt;br /&gt;
* Test of the Raeli Mosaic - More Raeli requirements.  I'm not a fan of the high amounts of Raeli tiles that get used in ATITD in general, and they cause some stiff competition for Raeli spots.  I like the test otherwise.&lt;br /&gt;
* Test of Pyrotechnics - I think the passing requirements should be a little different, maybe point based with whoever has the most points over a certain threshold passing.  Additionally, you should be able to program the fireworks so you don't have to be there to set them off.  Maybe set them off every egypt night for a week, and anyone nearby can quickly register before they start and vote.&lt;br /&gt;
* Test of the Formal Garden - Quills only being sourced from Ibis is an issue I think in resource requirements.  Otherwise I love this test.  One thing I would &amp;quot;add&amp;quot; to it is a mechanic to &amp;quot;Tour Local Gardens&amp;quot; to be transported to various non-passed gardens from any other garden.  Treat this like the Welcome Island transport where your inventory is locked and you only are there for a short period before going to the next one (being prompted to vote first).  The mechanic needs to be coded properly so there's no ability to abuse the free teleport.&lt;br /&gt;
* Test of Flight - There's no reason to have Raeli Tiles be a requirement here (can nothing else &amp;quot;protect the mechanism?&amp;quot;.  I like this test, as it has a great visual image.  One issue I see is setting them up in a place that will get enough traffic for votes, but also enough clear space for a good show.&lt;br /&gt;
* Test of the Prismatic Opticon - Lots of cut gem requirements (which I've never been any good at, but shouldn't be an issue as there are many people who are).  No real comment here, except the need to place them in high traffic areas.&lt;br /&gt;
* Test of the Windsong - The usual &amp;quot;people with hearing issues/can't use sound have a disadvantage here&amp;quot; comment.  Otherwise, this is a good test.  TBH, the only really Music test of the Arts and Music discipline.&lt;br /&gt;
* Test of the Dancing Waters - Runs into the same problem as other tests here: you need it in an accessible, frequented area to get enough votes to pass.  Also needs to be in an area where it won't kill the FPS of everyone that comes by.  This is a cool test.&lt;br /&gt;
&lt;br /&gt;
====Body====&lt;br /&gt;
In general, I'm not a fan of permanent attribute changes being tied to tests.  They should be gained by other means.&lt;br /&gt;
* Principle: This is almost too easy of a principle, and only demonstrates that Body tests involve running around everywhere.&lt;br /&gt;
* Test of the Acrobat: This is a decent test for Body.  I'm not sure there should be any changes here, except maybe better communication that there's no chance you will learn anything from someone.&lt;br /&gt;
* Test of the Archaeologist: Arch. Sites seem to only spawn where people have been, and there's no way to &amp;quot;force&amp;quot; them to occur.  This is really less about archaeology and just a treasure hunt.  Maybe have some change to the test so you have to perform some action to find arch. sites?&lt;br /&gt;
* Test of the Bedouin: I like this test.  You can run around all of egypt if you want to pass quickly or just make sure your nearest 3 altars are annointed by you every now and then for a slower pass.  However, you need to be able to see your cumulative score.  Maybe even see how many altars are currently annointed by you.&lt;br /&gt;
* Test of the Singing Cicada: This test actively penalizes players who cannot play with sound enabled or have hearing issues.  It is the only source of permanent speed, and is set up in such a way that ensures players will keep &amp;quot;playing&amp;quot; the test for a long time to get 14 speed.  Add in things like placing cages where they are only accessible by airship, needing to find 4-7 cages to even set up you own, and it is difficult to get started.  Perhaps add in an option to &amp;quot;buy&amp;quot; a cage from U. Body once a week/month for some non-inconsequential cost.  This would allow players who don't have luck finding cages a chance to still earn points.&lt;br /&gt;
* Test of the Darkest Night: As someone who hates shrooming, I'm not a fan of this test in general.  However, one change I would recommend is having the ability to &amp;quot;refresh&amp;quot; one of the mushroom requirements (changes to a new, random shroom, but you lose any progress you made on the previous one), or having any completed requirements get replaced by a new shroom, with the test passing once you complete 35 mushrooms (by eating 7 of each from the ground).  Every 5 shrooms you complete you get 1 endurance.&lt;br /&gt;
* Test of the Safari: I'm not a fan of scavenger hunts, but this test is ok as it is.  Only complaint is, like the other Body tests, this restricts strength which is a key stat (because its tied to default carry ability).  There's a huge difference between being able to carry 500 weight and 1000 weight.  I would personally make it so that you can get any combination of 28 animals (maybe with a limit of 7 each instead of 4) so that if you have a particular kind you hate hunting (Otters always laughing at me) you don't *have* to do it to pass.&lt;br /&gt;
* Test of the Oyster Catcher : Issue here is that there's programs to perfectly &amp;quot;solve&amp;quot; the oyster beds.  This makes half the test trivial.  The other part, figuring out how to build your necklace, is the fun part.  Like every other body test, I'm not a fan of tying an attribute buff to completion of the test.&lt;br /&gt;
* Test of the Ritual Tattoo: This test is cool in concept.  It can be very time consuming to find the right herb if it is rare.&lt;br /&gt;
* Test of the Banquet: I like this test a lot, but I feel like the previous tellings of it make it a very easy test (unless you get some ludicrous requirement, but since you can get a menu from each university until you find one you like....).  &lt;br /&gt;
&lt;br /&gt;
====Harmony====&lt;br /&gt;
Harmony in general is not a favored discipline of mine.  Its a lot of random predictions, and greatly benefits those who have been playing the game for some time (in most cases).  There's so much more that could be done with a set of tests than this.&lt;br /&gt;
* Principle: This principle seems highly divorced from the reality of the tests in this discipline.  Meeting people is not the same as predicting what other people will do (which is what most of the other tests are about).  Also, like the leadership principle, its pretty much chatting into a region/microphone/etc to get to meet everyone on your list.  This list is easier a couple weeks into the telling than any other time, as there are more people around with more of the requirements (beginning of the tale you might not find an initiate of six or more for a day or two, but unlikely).  &lt;br /&gt;
* Test of Chains - For the &amp;quot;first&amp;quot; Harmony test, this is different than the others, in that your predictions must be immediately relevant or &amp;quot;break&amp;quot; your chain.  I'm not a fan of this test, as it requires you to be consistently accurate.  The good news is that this is a *really* easy test to pass as its highest scores without a 8+ way tie.  Easiest way is to get married and pick yourself, then level.&lt;br /&gt;
* Test of the Freeman - This test is slow, but I like the principle of it.  However, I think there should be a wider spread on points (make it within 20-30% instead of 10%) to make it more interesting and reduce ties.&lt;br /&gt;
* Test of Marriage - This should not be a test.  Imagine a test that requires you to give someone your login to your account, and full access to all your stuff.  Marriage is a wonderful mechanic, but should not be the basis for a test.  Better would be something like Test of the Guild Master or something that provided challenges that could only be accomplished by a group of people, or test passes by people in your guild (since you can be in infinite numbers of guilds that would be hard to balance mechanically).&lt;br /&gt;
* Test of the Prophet - This is an ok Harmony test.  &lt;br /&gt;
* Test of Souls - There's too much overlap with Test of Chains.  These two tests are far too similar for them to be separate tests.&lt;br /&gt;
* Test of the Critic - This is a good Harmony test.  This should remain unchanged.&lt;br /&gt;
* Test of Balance of Goods - This is an odd Harmony test.  I like the test, as anyone can do it, it doesn't require rare materials (but they help), but I don't feel it fits in Harmony, as you are trying to outsmart other players.&lt;br /&gt;
* Test of Reason - This is far too similar to Test of the Critic for my tastes to be a separate test.  I get that they cover two very separate areas (artistic taste and thought skill), but it seems like a lot of test coverage for the same mechanic.&lt;br /&gt;
* Test of Promotion - Too similar to Test of the Prophet for my liking.  It's pretty much the same test with scoring based on their rank rather than number of tests passed.&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
* Principle: This is an annoyance when server populations are low or mid-telling.  Maybe have the number needed fluctuate based on number of online players or number of players active in the last X days.&lt;br /&gt;
* Test of the Demi-Pharoah: No....this should not be a test.  DP is a big responsibility and has a lot of power with the potential to ban players.  This should not be the goal of a test, and should only be pursued for altruistic reasons (wanting to help the community).  Ideally, Egypt would keep people out of the DP position if they did not have Egypt's best intentions at heart, but people can be fooled.&lt;br /&gt;
* Test of the Kingmaker: This is more of a Harmony test than a leadership one.  I'm not a huge fan of it in general, especially since DP elections are scheduled and somewhat rarer than a test should require.&lt;br /&gt;
* Test of Mentorship: Another one that really shouldn't be a test.  There are rewards for mentoring new players that can be redeemed.  That should be enough.&lt;br /&gt;
* Test of the Retired Pirates: This is more of a Thought test than a leadership one.  &lt;br /&gt;
* Test of the Covered Cartouche: This is more of an Arch test than a leadership one.&lt;br /&gt;
* Test of the Beaurocrat: This is a real leadership test, but people being able to overthrow the whole structure is a little off to me.  Maybe require votes or only be able to overthrow those directly above you instead of upsetting the whole beaurocracy.  &lt;br /&gt;
* Test of the Hegemon: Not sure what format this will take this telling.  I'll reserve comment til then.&lt;br /&gt;
* Test of the Plantation: I'm not sure how I feel about this test.  It seems like a good test, but I'm not sure how leadershippy it is.&lt;br /&gt;
* Test of the Coalition: ????&lt;br /&gt;
&lt;br /&gt;
====Thought====&lt;br /&gt;
In general, Thought needs some UI improvements.  The various puzzles need an option to pop up a menu or HUD to do the tasks, as well as a better way of finding &amp;quot;recently passed&amp;quot; items for principles than using the Wiki.   Like Art and Music, there's the issue that unless your puzzle is near a CS, you probably won't get as many votes.  Finally, the fact that only those that solve your puzzles get to vote implies that there's incentive to make the puzzles relatively easy, instead of the devilishly hard puzzles this discipline should represent.&lt;br /&gt;
* Principle: I hate this principle.  Either make a Set's ladder not require a Pyramid of the People, or change the goal to another kind of puzzle.  Guess what....not a whole lot of Set's Ladders have passed in the last 60 days, so....how do I get past principles (Answer: you beg or borrow a Set's Ladder, which kinda defeats the purpose of the principle)?  There's a reason in T3 the initiate of thought challenge was changed to a cheaper puzzle, and why a cheaper puzzle stuck around until this telling (there's no good reason to restrict who can pass principles).&lt;br /&gt;
* Test of the Pathmaker: I like pathmakers.  They are cool tests.  They need a UI desperately.&lt;br /&gt;
* Test of the Venery: Well made veneries are very nice, but I think there should be a distance requirement.  E.g. everything has to be in x coords of the venery (or at least show on the venery how far away the furthest item is from the venery start point).  &lt;br /&gt;
* Test of the Bijou: ugh....gemcutting.  These are largely cool, but I really don't like gemcutting.  Test is good as is.&lt;br /&gt;
* Test of the Constellation: This desperately needs a UI.&lt;br /&gt;
* Test of the Tomb of the Immortal: This needs a UI to make it easier to play.  &lt;br /&gt;
* Test of the Empty Hand: This is stupidly expensive to build a decent puzzle.  This should also be renamed the Empty Warehouse or something because you cannot reasonably fit those blocks in your hand (I've heard from older players this is the original model/size.  Having joined in T4, I prefered the small puzzles that were everywhere, but I really like empty hand puzzles in general, just not the ginormous models).&lt;br /&gt;
* Hexaglyphs: I don't have experience with these, but I bet they need a new UI.&lt;br /&gt;
* Test of the Pulse of the People: This is a Harmony test, not a Thought test.  Also, there's no reason you should need a token to play.&lt;br /&gt;
* Riddle of the Sphinx: There are a lot of technical problems with this test.  Making it multiple choice would solve a lot of issues (based off T4 data).&lt;br /&gt;
&lt;br /&gt;
====Worship====&lt;br /&gt;
* Principle: I am not a fan of this principle.  It has the potential for a lot of flavor, but falls flat.  This is always the last principle I complete, as its boring and only takes a few minutes if you work with the right guild.&lt;br /&gt;
* Test of the Vigil: I love this test.  It has great flavor, but I think the rarity of the objects being sacrificed should be taken into consideration more than the total number of sacrifices (maybe averaged out so a particular sacrifice doesn't matter so much as overall, but enough to encourage rarer materials being sacrificed early).  There should also be some way of soloing it a little, even if it would be easier to do it as a group.&lt;br /&gt;
* Path of the Pilgrim: I think you should earn points for this by operating shrines, as well as progressing as a pilgrim.  Sacrifices to the shrines should also disappear from the game instead of being retrievable, and certain items should not be sacrificed (e.g. sand, mud, dirt, clinker, etc).&lt;br /&gt;
* Test of Festivals: I've not experience this test in practice, so I don't have a lot to comment on it.  It seems interesting, though complicated.&lt;br /&gt;
* Test of the Messenger: This is too easy for all of egypt to do.  Maybe have a restriction that the first x to do the ritual pass, and not require 7 passes.&lt;br /&gt;
* Test of the Astrological Alignment: A test that entirely relies on random chance.  Shouldn't this be a Harmony test given its nature?  I don't care for this test as its heavily reliant on a high enough server population to find a group of 4 others that are all aligned with you.&lt;br /&gt;
* Test of Beacons: I don't like the restrictions on this, but like the idea of actions attracting a god's pleasure.  Maybe instead of bringing down a beacon, make a similar test that has actions in Egypt please or displease a god, with the eventual goal being to get 100% satisfaction (similar to Festivals, but with everyday actions).  You could have an event where, say, one god gets angry whenever someone grows onions but likes it when someone grows leeks.  The overall test pass being reliant on getting each got satisfied to 100% at the same time.&lt;br /&gt;
* Test of Leavened Breads: This is an overly complicated test.  The baking part is very Worshippy, but the eating part seems to be far more related to Harmony than Worship.  I'm not sure what should be changed here, but breaking it into two tests would be interesting and would give Harmony some additional tests (as I've recommended removing a couple).&lt;br /&gt;
* Test of the Humble Priests: I like the benefits of this test (being able to bless others with cool abilities) but some of the requirements are a little off.  Needing a player with no initiations for example for one of the gods.  This reminds me of the T6 seeding requirement to have the veggie grown by 3 lvl 1 players in a small area in order to seed.&lt;br /&gt;
* Remembrance Ceremonies: New test, no ideas yet.&lt;br /&gt;
* Test of Visions: This is a cool test, but it sucks that only 7 people can see a particular god.  Perhaps anyone who has had the vision (up to a total of 7) in the last x timeframe should be able to, or perhaps despawn/respawn the gods after a short time of no activity if they've been used at all.&lt;br /&gt;
&lt;br /&gt;
=== Ideas for New Techs ===&lt;br /&gt;
'''The main issue here here is that we propose techs that do NOT require any new graphic resources.''' - Balthazarr&lt;br /&gt;
* Pollution Abatement and Fertilizer. If we could research techniques that would tie into Ecology. For example, after testing for Soil Acidity, if you had learned this tech, you would know how much Lime would need to be spread to mitigate the Soil Acidity. Thank you Lisanna for the suggestion above. - Balthazarr&lt;br /&gt;
* Forge &amp;amp; Casting Box Timers. A tech that would allow us to upgrade Forge &amp;amp; Casting Boxes with a timer showing how much time is left on a project, they would update like a chariot, when you clicked on the building. Maybe a new glaziers bench option ''Fine Glass Hourglass'' which along with a handful of other materials would enable the upgrade, once the tech was learned. - Balthazarr&lt;br /&gt;
* Greenhouse Technology - Allowing the growing of vegetables, instead of grass. Maybe at 25% of the output of grass. An alternative to offlining or macroing them. - Balthazarr (+1 [[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* Real McCoy Oil-Drip Cup - Allowing the installation of automatic oil dispensers to machines that can be lubricated. Could be Steam Mechanics Level 4. https://en.wikipedia.org/wiki/Elijah_McCoy - Balthazarr&lt;br /&gt;
* Increased capacity Flax Hammocks and/or Drying Racks, either as an initial build (like Greenhouses) or as an upgrade (like Gins), which allow drying of larger amounts (Structure Reinforcement 3?) ([[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* A use for Cocoa, maybe a Chocolate Making Tech, allowing use to make the Chocolates we get from the Snowstorms, OR Better yet new Chocolates that use real world ingredients that we have access to in game; Camel Milk &amp;amp; Cocoa as the base; Royal Jelly, Honey &amp;amp; Indo Honey as a sweetener; Watermelon, Dates, Citrus Fruits &amp;amp; Coconut Meat as Fillers; Grilled Coconut Meat, Peppers, Grilled Peppers, Salt &amp;amp; Logical Herbs (Blueberry Tea Tree, Camelmint, Ginger Root, Ginseng Root, Honey Mint, Ice Mint, Lemondrop, Lemon Grass, Liquorice, Nubian Liquorice, Mountain Mint, Peppermint, Strawberry Tea, Vanilla Tea Tree) as flavorings. It could be set as a static table that gets randomized each tale. Each chocolate would have Cocoa as the base, one sweetener, one filler &amp;amp; one flavoring, with the option to add Camel Milk. - Balthazarr&lt;br /&gt;
* Permanent Excavation or Enduring Excavation: This is a permanent version of a dig hole (so graphic resources can be reused.  Ideally it would have its own graphic to distinguish it as a building).  This building requires some fairly simple resources to build (wood, rope, slate shovels (or perhaps any shovel), and boards).  This building tracks depth.  When used, depth increases slightly, materials are generated, and an endurance timer is started on the avatar.  Resources are dependent on depth of the excavation (depth &amp;lt; 100 only dirt, beyond that, occasional cuttable stone.  At depth &amp;gt; 200 occasional medium stone, with more depth meaning greater chance for either).  Every 100 depth, the excavation &amp;quot;breaks&amp;quot; and requires additional materials to continue excavating (these should be the same materials used in construction).  At some point the excavation becomes unusable (maybe this max depth can be improved through further tech or reinforcing the excavation) (making steam shovels and normal digs more efficient, but requiring more resources or more people respectively).  Excavations should produce pollution, particularly heavy metals, even when not in use.  To remove an excavation, you have to &amp;quot;fill&amp;quot; it with dirt equivalent to the amount removed (plus additional for the stone, bauxite, and gypsum removed at an increased rate).   Removing a permanent excavation refunds no materials, no matter what skills you have.  Potential improvements for this building should be centered around more efficient excavating (2+ depth per use) or deeper maximum depth. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
There seem to a number of question showing up about events, I will try and get with nikara (The events team lead) and be better prepared for those questions.&lt;br /&gt;
&lt;br /&gt;
* For Events, instead of one 12-hour marathon, how about 3 or 4 copies of an event, each shorter, and spaced around the clock? This allows people from all different time zones as good of a chance to participate, without people feeling obligated to play for a full 12 hour stretch. Yes, one person could win multiple events. I think most of us are willing to take that chance, though. - Somebob +1 Asnath, +1 Kastou, +1 Balthazarr +1 Spicy&lt;br /&gt;
* Would it be possible to create an auto-exclude list that would allow a player to participate in 1 round but not in others? (if event = herbs with 3 rounds and they collect 1+ herb in round 1, they cannot get credit for round 2 or 3) Or to have the player select in which rounds they want to participate(ala Demi-Pharaoh) - Zhukuram&lt;br /&gt;
* Many players are frustrated with long events, be them 12 or 24 hours long. Similarly they are frustrated with a shorter event that is held at a time inconvenient to them. In some past tales, the same event was run 3 times, with the start time of the second event 8 hours after the first and the third being 16 hours after the first. Is there any chance that this could become the norm? (yes this is a rephrasing of the initial question, just with more details) - Balthazarr&lt;br /&gt;
* There has been lots of confusion during events as to what the rules and guildlines are. Would it be possible to have that information available before the events? Example, if warps are possible, time travel use, etc. - Brucette +1 Spicy, +1 LuluDivine&lt;br /&gt;
** For some events it has even been difficult or impossible to determine what activities would gain points or 'win' the event - can events have a clear set of parameters for what makes a person gain points/advance/win? LuluDivine&lt;br /&gt;
* We have megalopolis for player event announcements (eg digs and acro) but how do you feel about player run events with player provided rewards?  Do you think these are in conflict with official ATITD events (herbing, smoking etc)?  Do you think there might be a way to help players run partially competitive events like T6 '''Bonfires for SETESH''' or '''Great Herb Dump'''?  Running player invented events manually takes at least 3 players who dedicate weeks in preparation and then SETESH shows up and chaos happens. -Zhukuram&lt;br /&gt;
** Increase membership of the events team? ([[User:Silden|Silden]] 10:38, 15 April 2016 (EST))&lt;br /&gt;
* There have been serial on-going events where the story line seems to just die out.  Are there ways to help mitigate collapsed story lines or burned out event teams?  -Zhukuram&lt;br /&gt;
* Some events have top prizes that are worth very little, even to a relatively casual player - is this an intentional choice? - LuluDivine&lt;br /&gt;
* Who is on the Events Team? Is that knowledge secret for some reason? - LuluDivine&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104826</id>
		<title>FiresideChat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104826"/>
		<updated>2016-06-08T16:55:19Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Existing Test Improvements and Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fireside Chat Ideas =&lt;br /&gt;
I am looking to improve some of the aspects of communicating things to the players.  Several people have suggested the idea of a weekly fireside chat around when I run test passings.  I have created a new Microphone Channel called Fireside for the this purpose.  I will accept suggestions here for topics for each week.  I would like to keep the discussion on topic as much as possible with as many questions submitted here before the event.&lt;br /&gt;
&lt;br /&gt;
'''If Weekly Fireside Chats aren't working (as evidenced by the fact they aren't happening) can we have them scheduled at some other iteration?  Bi-Weekly?  Monthly?  It's good to hear about the state of the game.'''&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Why do you want the questions up front and not during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Because historically the ENN chats have started well but got worse the longer they go on.  If I get the questions up front, I can think about the answers and not do quick off the cuff answers that tend to upset someone or another.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Can I have a unicorn?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' No, stop asking.  It was funny the first 200 times, but now you are more likely to get a snarky answer that causes someone to point out that Pluribus is a meany and he shouldn't talk to the players that way.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I submit idea for topics and or Questions that I would like answered.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Add them to the sections below. (+1 any question that you are interested in that was previously posted)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How long will these chats last and is there any chance of taking questions during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' I am shooting to make them about 30 minutes long.  Questions submitted during the event may be answered at my discretion.  Posts that are off topic or meant to just be inflammatory will just be deleted rather than posted.  (Yes it is censorship, deal with it)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I see the discussion as it is happening?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' During the event, just /join Fireside and the microphone channel will be added.  If you can't be in game, it will be logged with the other microphone channels.&lt;br /&gt;
&lt;br /&gt;
== Topic Ideas ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
&lt;br /&gt;
== Questions Per Topic ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
* Would you consider adding vanity titles for passing &amp;gt;7 tests in a discipline (&amp;quot;Pharaoh's Idiot&amp;quot;)? It would encourage some of us to keep playing. -Istwan&lt;br /&gt;
* If the barrier to doing a kickstarter is the time required on your end, why not source ideas from the community and get community involvement in running the campaign?  I've started throwing together some ideas [[Kickstarter|here]] -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* How large of a team is currently working on ATITD?  What sort of things are you needing help with that the community might be able to step in and assist?  We all love this game and want to see it flourish. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What is the biggest challenge you are seeing in attracting new players to the game? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What percentage of active subscriptions are the full-telling subscription purchases? - [[User:Dresdor|Dresdor]]&lt;br /&gt;
* (Nerdy Questions)How are you tracking various work items/doing project management for this (and the other) games?  What system (if any) are you using as a code repository? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* Why can't fertilizer be used to fertilize soil? - Lisanna&lt;br /&gt;
&lt;br /&gt;
=== Existing Test Improvements and Changes ===&lt;br /&gt;
* Some test have rewards, while others do not. Is there any chance to add some reward to every test, even just a small one. - Balthazarr&lt;br /&gt;
** Architecture - Since each passed test allows an addition 14 cells to a compound, this discipline is pretty much covered. Plus the various houses that you can build after passing tests, and Monuments Towers, too.&lt;br /&gt;
** Art - Since each passed test gives an improved Artistic Touch for Blacksmithing, this discipline is pretty much covered.&lt;br /&gt;
** Body - All but Banquet give a stat boost, maybe a Perception boost could be the reward for Banquet. &lt;br /&gt;
** Harmony - Gives no rewards for anything, other than the Offering Vault becoming an oversized warehouse. This is probably do to Harmony being a late addition to the game.&lt;br /&gt;
** Leadership - Gives rewards for 3 tests Hegemon, Demipharaoh &amp;amp; Mentorship. What about some reward for the others?&lt;br /&gt;
** Thought - Gives no rewards for anything. I can think of no reason why this original discipline was left out in the cold.&lt;br /&gt;
*** Maybe something like Artistic Touch for Glassblowing or some sort of boost of that sort. - Balthazarr&lt;br /&gt;
** Worship - Since each passed test increases the yield by 10 barley, this discipline is pretty much covered. Plus a few tests have an extra benefit given to the passers.&lt;br /&gt;
* Bedouin is the only test where the player is ignorant about how near is the goal when it was not reached. In all the others it is known. That could be fixed saying each day in system the 3 (or 4) top scores: the 2 that advanced and one or two more. - Sabuli&lt;br /&gt;
* Marriage - There needs to be some way of configuring how much sharing there is in your marriage.  One reason I'm not keen on doing this is I don't want to give unrestricted access to my stuff to another player, especially when I am offline.  Some concerns:&lt;br /&gt;
::DP Ban powers should not be accessible by the spouse.  We didn't elect them, we elected the DP (and/or make it configurable, but I'm a fan of no ban powers with spouse login)&lt;br /&gt;
::Restrict/configure access on buildings (e.g. maybe I want my spouse to be able to access guild buildings at my access level, or perhaps I want them to use their own access level on all things.  Maybe be able to toggle certain buildings as spouse inaccessible)&lt;br /&gt;
::Restrict the time they can be logged in as you, or prevent them from spouse logging.  I'm really not that much of a fan of being able to pretend to be someone else, even if its your spouse.  -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Test Rebalance For Solo Play Or Consistency ===&lt;br /&gt;
The goal for the game has never been for one player to complete all tests (though this has happened) but there seems to be no consistency in terms of difficulty for a test.  The following rebalance ideas are offered for consideration (offered by [[User:Dresdor|Dresdor]] in the hope of game balance and improvement):&lt;br /&gt;
====Architecture====&lt;br /&gt;
* Principles - Architecture principles is a little time consuming at newbie tech levels (takes a couple hours to grind out all the materials, especially if you don't get things like improved brick racks, hackling rakes, and carpentry shops built in your compound before expanding it).  Improvements recommended here would be to make the expansion smaller, and maybe include building some of the simpler compound buildings.&lt;br /&gt;
* Test of The Obelisk- Instead of making this &amp;quot;tallest wins when held for x time&amp;quot; make it point based like other tests.  If you have the tallest of this type of Obelisk, and are holding power, you earn x points per day.  You earn proportionally less based on how much smaller your obelisk is (exact formula is left to the designer).  In theory, even if you've never had the largest obelisk, you still earn points.  Multiply points by a factor for the type of obelisk (e.g. 1 for desert, 2 for metallic, 3 for cut stone, etc).  The goal is to improve the test for everyone and make things like queues redundant.&lt;br /&gt;
* Throne of the Pharoah- Making this more solo-friendly would be to allow anyone to attach a decoration to the throne.  When done by someone not in that throne's group, the throne group gets a half the normal points, and the soloer gets half the normal points.  Alternatively make it on a timer so that for the first X hours only group members can do this.  Similar to the recommendation for obelisk, make passing based on points instead of best throne wins a pass (or add a secondary pass based on points for those not in a throne group).  &lt;br /&gt;
* Test of Towers has a good balance and is soloable.  No changes recommended at this time.&lt;br /&gt;
* Test of the People's Pyramid - Pyramids take a lot of manpower for one person to get a pass.  Pyramids also provide some small bonuses to Egypt as a whole, so there's no real risk of them not getting built eventually without this test.  My thought is this test should be removed, or its mechanic replaced by some kind of points system for helping build a pyramid (or like other tests, maybe earn points by blessing a pyramid in some way, and whoever has the most points on a given day gets a pass on the test).&lt;br /&gt;
* Test of the Megalopolis - I like the flavor of this test, but I envision this as an ever-growing site.  Restict Megalopoli to one per region.  A Megalopoli is completed when the central building is built, but can be added on to by any player.  Megalopoli can expand indefinitely, and grant benefits to the region they are built in, but a player can only ever add one building to a Megalopolis.  Region Megalopoli should compete with each other, and you earn 1 point per building in your megalopolis per day (from the time you add yours).  The x people with the most points every week pass the test.&lt;br /&gt;
* Test of the Funerary Temple - This test is mostly ok.  I'm not a fan of the overall demand of Raeli tiles in the game, so I'd recommend being able to add other &amp;quot;decorations&amp;quot; to the temple in a similar manner (fish scales might be fun, used in the same way as tiles, as would paint, but worth fewer points).&lt;br /&gt;
* Test of Life - This test works very well the way it is (once the grow attempts vs actual grown counting bug is fixed next telling).  It is possible to &amp;quot;split off&amp;quot; an existing aquaduct and make your own branch (even for one tower and bulk grow your own veggies).  While you can't strictly solo this, you can do a decent job of passing without being involved in the big groups.&lt;br /&gt;
* Test of Seven Phoenix - I don't have much of a comment on this test.  Its ok as is.  It requires group participation to reasonably pass.  Maybe reduce points needed based on activity levels?&lt;br /&gt;
* Test of Octec's Ghost - This is an ok test, but I really don't like it for Architecture.  It doesn't have the right feel for it.  This is more of a Harmony test.&lt;br /&gt;
&lt;br /&gt;
====Art and Music====&lt;br /&gt;
In general, these tests are voting based, and so we have large &amp;quot;galleries&amp;quot; of art near CS.  Failure to put your art there tends to mean you will not pass as quickly as those that do.&lt;br /&gt;
* Principle: This really should be a test on its own, as sculptures are usually very well done.&lt;br /&gt;
* Test of Khefre's Children: Reduce the number of judges needed to a function of how many active players there are (with some minimum).  This way we can actually get passes even if there are few people playing.&lt;br /&gt;
* Test of the Raeli Mosaic - More Raeli requirements.  I'm not a fan of the high amounts of Raeli tiles that get used in ATITD in general, and they cause some stiff competition for Raeli spots.  I like the test otherwise.&lt;br /&gt;
* Test of Pyrotechnics - I think the passing requirements should be a little different, maybe point based with whoever has the most points over a certain threshold passing.  Additionally, you should be able to program the fireworks so you don't have to be there to set them off.  Maybe set them off every egypt night for a week, and anyone nearby can quickly register before they start and vote.&lt;br /&gt;
* Test of the Formal Garden - Quills only being sourced from Ibis is an issue I think in resource requirements.  Otherwise I love this test.  One thing I would &amp;quot;add&amp;quot; to it is a mechanic to &amp;quot;Tour Local Gardens&amp;quot; to be transported to various non-passed gardens from any other garden.  Treat this like the Welcome Island transport where your inventory is locked and you only are there for a short period before going to the next one (being prompted to vote first).  The mechanic needs to be coded properly so there's no ability to abuse the free teleport.&lt;br /&gt;
* Test of Flight - There's no reason to have Raeli Tiles be a requirement here (can nothing else &amp;quot;protect the mechanism?&amp;quot;.  I like this test, as it has a great visual image.  One issue I see is setting them up in a place that will get enough traffic for votes, but also enough clear space for a good show.&lt;br /&gt;
* Test of the Prismatic Opticon - Lots of cut gem requirements (which I've never been any good at, but shouldn't be an issue as there are many people who are).  No real comment here, except the need to place them in high traffic areas.&lt;br /&gt;
* Test of the Windsong - The usual &amp;quot;people with hearing issues/can't use sound have a disadvantage here&amp;quot; comment.  Otherwise, this is a good test.  TBH, the only really Music test of the Arts and Music discipline.&lt;br /&gt;
* Test of the Dancing Waters - Runs into the same problem as other tests here: you need it in an accessible, frequented area to get enough votes to pass.  Also needs to be in an area where it won't kill the FPS of everyone that comes by.  This is a cool test.&lt;br /&gt;
&lt;br /&gt;
====Body====&lt;br /&gt;
In general, I'm not a fan of permanent attribute changes being tied to tests.  They should be gained by other means.&lt;br /&gt;
* Principle: This is almost too easy of a principle, and only demonstrates that Body tests involve running around everywhere.&lt;br /&gt;
* Test of the Acrobat: This is a decent test for Body.  I'm not sure there should be any changes here, except maybe better communication that there's no chance you will learn anything from someone.&lt;br /&gt;
* Test of the Archaeologist: Arch. Sites seem to only spawn where people have been, and there's no way to &amp;quot;force&amp;quot; them to occur.  This is really less about archaeology and just a treasure hunt.  Maybe have some change to the test so you have to perform some action to find arch. sites?&lt;br /&gt;
* Test of the Bedouin: I like this test.  You can run around all of egypt if you want to pass quickly or just make sure your nearest 3 altars are annointed by you every now and then for a slower pass.  However, you need to be able to see your cumulative score.  Maybe even see how many altars are currently annointed by you.&lt;br /&gt;
* Test of the Singing Cicada: This test actively penalizes players who cannot play with sound enabled or have hearing issues.  It is the only source of permanent speed, and is set up in such a way that ensures players will keep &amp;quot;playing&amp;quot; the test for a long time to get 14 speed.  Add in things like placing cages where they are only accessible by airship, needing to find 4-7 cages to even set up you own, and it is difficult to get started.  Perhaps add in an option to &amp;quot;buy&amp;quot; a cage from U. Body once a week/month for some non-inconsequential cost.  This would allow players who don't have luck finding cages a chance to still earn points.&lt;br /&gt;
* Test of the Darkest Night: As someone who hates shrooming, I'm not a fan of this test in general.  However, one change I would recommend is having the ability to &amp;quot;refresh&amp;quot; one of the mushroom requirements (changes to a new, random shroom, but you lose any progress you made on the previous one), or having any completed requirements get replaced by a new shroom, with the test passing once you complete 35 mushrooms (by eating 7 of each from the ground).  Every 5 shrooms you complete you get 1 endurance.&lt;br /&gt;
* Test of the Safari: I'm not a fan of scavenger hunts, but this test is ok as it is.  Only complaint is, like the other Body tests, this restricts strength which is a key stat (because its tied to default carry ability).  There's a huge difference between being able to carry 500 weight and 1000 weight.  I would personally make it so that you can get any combination of 28 animals (maybe with a limit of 7 each instead of 4) so that if you have a particular kind you hate hunting (Otters always laughing at me) you don't *have* to do it to pass.&lt;br /&gt;
* Test of the Oyster Catcher : Issue here is that there's programs to perfectly &amp;quot;solve&amp;quot; the oyster beds.  This makes half the test trivial.  The other part, figuring out how to build your necklace, is the fun part.  Like every other body test, I'm not a fan of tying an attribute buff to completion of the test.&lt;br /&gt;
* Test of the Ritual Tattoo: This test is cool in concept.  It can be very time consuming to find the right herb if it is rare.&lt;br /&gt;
* Test of the Banquet: I like this test a lot, but I feel like the previous tellings of it make it a very easy test (unless you get some ludicrous requirement, but since you can get a menu from each university until you find one you like....).  &lt;br /&gt;
&lt;br /&gt;
====Harmony====&lt;br /&gt;
Harmony in general is not a favored discipline of mine.  Its a lot of random predictions, and greatly benefits those who have been playing the game for some time (in most cases).  There's so much more that could be done with a set of tests than this.&lt;br /&gt;
* Principle: This principle seems highly divorced from the reality of the tests in this discipline.  Meeting people is not the same as predicting what other people will do (which is what most of the other tests are about).  Also, like the leadership principle, its pretty much chatting into a region/microphone/etc to get to meet everyone on your list.  This list is easier a couple weeks into the telling than any other time, as there are more people around with more of the requirements (beginning of the tale you might not find an initiate of six or more for a day or two, but unlikely).  &lt;br /&gt;
* Test of Chains - For the &amp;quot;first&amp;quot; Harmony test, this is different than the others, in that your predictions must be immediately relevant or &amp;quot;break&amp;quot; your chain.  I'm not a fan of this test, as it requires you to be consistently accurate.  The good news is that this is a *really* easy test to pass as its highest scores without a 8+ way tie.  Easiest way is to get married and pick yourself, then level.&lt;br /&gt;
* Test of the Freeman - This test is slow, but I like the principle of it.  However, I think there should be a wider spread on points (make it within 20-30% instead of 10%) to make it more interesting and reduce ties.&lt;br /&gt;
* Test of Marriage - This should not be a test.  Imagine a test that requires you to give someone your login to your account, and full access to all your stuff.  Marriage is a wonderful mechanic, but should not be the basis for a test.  Better would be something like Test of the Guild Master or something that provided challenges that could only be accomplished by a group of people, or test passes by people in your guild (since you can be in infinite numbers of guilds that would be hard to balance mechanically).&lt;br /&gt;
* Test of the Prophet - This is an ok Harmony test.  &lt;br /&gt;
* Test of Souls - There's too much overlap with Test of Chains.  These two tests are far too similar for them to be separate tests.&lt;br /&gt;
* Test of the Critic - This is a good Harmony test.  This should remain unchanged.&lt;br /&gt;
* Test of Balance of Goods - This is an odd Harmony test.  I like the test, as anyone can do it, it doesn't require rare materials (but they help), but I don't feel it fits in Harmony, as you are trying to outsmart other players.&lt;br /&gt;
* Test of Reason - This is far too similar to Test of the Critic for my tastes to be a separate test.  I get that they cover two very separate areas (artistic taste and thought skill), but it seems like a lot of test coverage for the same mechanic.&lt;br /&gt;
* Test of Promotion - Too similar to Test of the Prophet for my liking.  It's pretty much the same test with scoring based on their rank rather than number of tests passed.&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
* Principle: This is an annoyance when server populations are low or mid-telling.  Maybe have the number needed fluctuate based on number of online players or number of players active in the last X days.&lt;br /&gt;
* Test of the Demi-Pharoah: No....this should not be a test.  DP is a big responsibility and has a lot of power with the potential to ban players.  This should not be the goal of a test, and should only be pursued for altruistic reasons (wanting to help the community).  Ideally, Egypt would keep people out of the DP position if they did not have Egypt's best intentions at heart, but people can be fooled.&lt;br /&gt;
* Test of the Kingmaker: This is more of a Harmony test than a leadership one.  I'm not a huge fan of it in general, especially since DP elections are scheduled and somewhat rarer than a test should require.&lt;br /&gt;
* Test of Mentorship: Another one that really shouldn't be a test.  There are rewards for mentoring new players that can be redeemed.  That should be enough.&lt;br /&gt;
* Test of the Retired Pirates: This is more of a Thought test than a leadership one.  &lt;br /&gt;
* Test of the Covered Cartouche: This is more of an Arch test than a leadership one.&lt;br /&gt;
* Test of the Beaurocrat: This is a real leadership test, but people being able to overthrow the whole structure is a little off to me.  Maybe require votes or only be able to overthrow those directly above you instead of upsetting the whole beaurocracy.  &lt;br /&gt;
* Test of the Hegemon: Not sure what format this will take this telling.  I'll reserve comment til then.&lt;br /&gt;
* Test of the Plantation: I'm not sure how I feel about this test.  It seems like a good test, but I'm not sure how leadershippy it is.&lt;br /&gt;
* Test of the Coalition: ????&lt;br /&gt;
&lt;br /&gt;
====Thought====&lt;br /&gt;
In general, Thought needs some UI improvements.  The various puzzles need an option to pop up a menu or HUD to do the tasks, as well as a better way of finding &amp;quot;recently passed&amp;quot; items for principles than using the Wiki.   Like Art and Music, there's the issue that unless your puzzle is near a CS, you probably won't get as many votes.  Finally, the fact that only those that solve your puzzles get to vote implies that there's incentive to make the puzzles relatively easy, instead of the devilishly hard puzzles this discipline should represent.&lt;br /&gt;
* Principle: I hate this principle.  Either make a Set's ladder not require a Pyramid of the People, or change the goal to another kind of puzzle.  Guess what....not a whole lot of Set's Ladders have passed in the last 60 days, so....how do I get past principles?  There's a reason in every previous telling this was a simple to build puzzle (empty hand before they became the size of a warehouse for some reason) and not something expensive.&lt;br /&gt;
* Test of the Pathmaker: I like pathmakers.  They are cool tests.  They need a UI desperately.&lt;br /&gt;
* Test of the Venery: Well made veneries are very nice, but I think there should be a distance requirement.  E.g. everything has to be in x coords of the venery (or at least show on the venery how far away the furthest item is from the venery start point).  &lt;br /&gt;
* Test of the Bijou: ugh....gemcutting.  These are largely cool, but I really don't like gemcutting.  Test is good as is.&lt;br /&gt;
* Test of the Constellation: This desperately needs a UI.&lt;br /&gt;
* Test of the Tomb of the Immortal: This needs a UI to make it easier to play.  &lt;br /&gt;
* Test of the Empty Hand: This is stupidly expensive to build a decent puzzle.  This should also be renamed the Empty Warehouse or something because you cannot reasonably fit those blocks in your hand.&lt;br /&gt;
* Hexaglyphs: I don't have experience with these, but I bet they need a new UI.&lt;br /&gt;
* Test of the Pulse of the People: This is a Harmony test, not a Thought test.  Also, there's no reason you should need a token to play.&lt;br /&gt;
* Riddle of the Sphinx: There are a lot of technical problems with this test.  Making it multiple choice would solve a lot of issues (based off T4 data).&lt;br /&gt;
&lt;br /&gt;
====Worship====&lt;br /&gt;
* Principle: I am not a fan of this principle.  It has the potential for a lot of flavor, but falls flat.  This is always the last principle I complete, as its boring and only takes a few minutes if you work with the right guild.&lt;br /&gt;
* Test of the Vigil: I love this test.  It has great flavor, but I think the rarity of the objects being sacrificed should be taken into consideration more than the total number of sacrifices (maybe averaged out so a particular sacrifice doesn't matter so much as overall, but enough to encourage rarer materials being sacrificed early).  There should also be some way of soloing it a little, even if it would be easier to do it as a group.&lt;br /&gt;
* Path of the Pilgrim: I think you should earn points for this by operating shrines, as well as progressing as a pilgrim.  Sacrifices to the shrines should also disappear from the game instead of being retrievable, and certain items should not be sacrificed (e.g. sand, mud, dirt, clinker, etc).&lt;br /&gt;
* Test of Festivals: I've not experience this test in practice, so I don't have a lot to comment on it.  It seems interesting, though complicated.&lt;br /&gt;
* Test of the Messenger: This is too easy for all of egypt to do.  Maybe have a restriction that the first x to do the ritual pass, and not require 7 passes.&lt;br /&gt;
* Test of the Astrological Alignment: A test that entirely relies on random chance.  Shouldn't this be a Harmony test given its nature?  I don't care for this test as its heavily reliant on a high enough server population to find a group of 4 others that are all aligned with you.&lt;br /&gt;
* Test of Beacons: I don't like the restrictions on this, but like the idea of actions attracting a god's pleasure.  Maybe instead of bringing down a beacon, make a similar test that has actions in Egypt please or displease a god, with the eventual goal being to get 100% satisfaction (similar to Festivals, but with everyday actions).  You could have an event where, say, one god gets angry whenever someone grows onions but likes it when someone grows leeks.  The overall test pass being reliant on getting each got satisfied to 100% at the same time.&lt;br /&gt;
* Test of Leavened Breads: This is an overly complicated test.  The baking part is very Worshippy, but the eating part seems to be far more related to Harmony than Worship.  I'm not sure what should be changed here, but breaking it into two tests would be interesting and would give Harmony some additional tests (as I've recommended removing a couple).&lt;br /&gt;
* Test of the Humble Priests: I like the benefits of this test (being able to bless others with cool abilities) but some of the requirements are a little off.  Needing a player with no initiations for example for one of the gods.  This reminds me of the T6 seeding requirement to have the veggie grown by 3 lvl 1 players in a small area in order to seed.&lt;br /&gt;
* Remembrance Ceremonies: New test, no ideas yet.&lt;br /&gt;
* Test of Visions: This is a cool test, but it sucks that only 7 people can see a particular god.  Perhaps anyone who has had the vision (up to a total of 7) in the last x timeframe should be able to, or perhaps despawn/respawn the gods after a short time of no activity if they've been used at all.&lt;br /&gt;
&lt;br /&gt;
=== Ideas for New Techs ===&lt;br /&gt;
'''The main issue here here is that we propose techs that do NOT require any new graphic resources.''' - Balthazarr&lt;br /&gt;
* Pollution Abatement and Fertilizer. If we could research techniques that would tie into Ecology. For example, after testing for Soil Acidity, if you had learned this tech, you would know how much Lime would need to be spread to mitigate the Soil Acidity. Thank you Lisanna for the suggestion above. - Balthazarr&lt;br /&gt;
* Forge &amp;amp; Casting Box Timers. A tech that would allow us to upgrade Forge &amp;amp; Casting Boxes with a timer showing how much time is left on a project, they would update like a chariot, when you clicked on the building. Maybe a new glaziers bench option ''Fine Glass Hourglass'' which along with a handful of other materials would enable the upgrade, once the tech was learned. - Balthazarr&lt;br /&gt;
* Greenhouse Technology - Allowing the growing of vegetables, instead of grass. Maybe at 25% of the output of grass. An alternative to offlining or macroing them. - Balthazarr (+1 [[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* Real McCoy Oil-Drip Cup - Allowing the installation of automatic oil dispensers to machines that can be lubricated. Could be Steam Mechanics Level 4. https://en.wikipedia.org/wiki/Elijah_McCoy - Balthazarr&lt;br /&gt;
* Increased capacity Flax Hammocks and/or Drying Racks, either as an initial build (like Greenhouses) or as an upgrade (like Gins), which allow drying of larger amounts (Structure Reinforcement 3?) ([[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* A use for Cocoa, maybe a Chocolate Making Tech, allowing use to make the Chocolates we get from the Snowstorms, OR Better yet new Chocolates that use real world ingredients that we have access to in game; Camel Milk &amp;amp; Cocoa as the base; Royal Jelly, Honey &amp;amp; Indo Honey as a sweetener; Watermelon, Dates, Citrus Fruits &amp;amp; Coconut Meat as Fillers; Grilled Coconut Meat, Peppers, Grilled Peppers, Salt &amp;amp; Logical Herbs (Blueberry Tea Tree, Camelmint, Ginger Root, Ginseng Root, Honey Mint, Ice Mint, Lemondrop, Lemon Grass, Liquorice, Nubian Liquorice, Mountain Mint, Peppermint, Strawberry Tea, Vanilla Tea Tree) as flavorings. It could be set as a static table that gets randomized each tale. Each chocolate would have Cocoa as the base, one sweetener, one filler &amp;amp; one flavoring, with the option to add Camel Milk. - Balthazarr&lt;br /&gt;
* Permanent Excavation or Enduring Excavation: This is a permanent version of a dig hole (so graphic resources can be reused.  Ideally it would have its own graphic to distinguish it as a building).  This building requires some fairly simple resources to build (wood, rope, slate shovels (or perhaps any shovel), and boards).  This building tracks depth.  When used, depth increases slightly, materials are generated, and an endurance timer is started on the avatar.  Resources are dependent on depth of the excavation (depth &amp;lt; 100 only dirt, beyond that, occasional cuttable stone.  At depth &amp;gt; 200 occasional medium stone, with more depth meaning greater chance for either).  Every 100 depth, the excavation &amp;quot;breaks&amp;quot; and requires additional materials to continue excavating (these should be the same materials used in construction).  At some point the excavation becomes unusable (maybe this max depth can be improved through further tech or reinforcing the excavation) (making steam shovels and normal digs more efficient, but requiring more resources or more people respectively).  Excavations should produce pollution, particularly heavy metals, even when not in use.  To remove an excavation, you have to &amp;quot;fill&amp;quot; it with dirt equivalent to the amount removed (plus additional for the stone, bauxite, and gypsum removed at an increased rate).   Removing a permanent excavation refunds no materials, no matter what skills you have.  Potential improvements for this building should be centered around more efficient excavating (2+ depth per use) or deeper maximum depth. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
There seem to a number of question showing up about events, I will try and get with nikara (The events team lead) and be better prepared for those questions.&lt;br /&gt;
&lt;br /&gt;
* For Events, instead of one 12-hour marathon, how about 3 or 4 copies of an event, each shorter, and spaced around the clock? This allows people from all different time zones as good of a chance to participate, without people feeling obligated to play for a full 12 hour stretch. Yes, one person could win multiple events. I think most of us are willing to take that chance, though. - Somebob +1 Asnath, +1 Kastou, +1 Balthazarr +1 Spicy&lt;br /&gt;
* Would it be possible to create an auto-exclude list that would allow a player to participate in 1 round but not in others? (if event = herbs with 3 rounds and they collect 1+ herb in round 1, they cannot get credit for round 2 or 3) Or to have the player select in which rounds they want to participate(ala Demi-Pharaoh) - Zhukuram&lt;br /&gt;
* Many players are frustrated with long events, be them 12 or 24 hours long. Similarly they are frustrated with a shorter event that is held at a time inconvenient to them. In some past tales, the same event was run 3 times, with the start time of the second event 8 hours after the first and the third being 16 hours after the first. Is there any chance that this could become the norm? (yes this is a rephrasing of the initial question, just with more details) - Balthazarr&lt;br /&gt;
* There has been lots of confusion during events as to what the rules and guildlines are. Would it be possible to have that information available before the events? Example, if warps are possible, time travel use, etc. - Brucette +1 Spicy, +1 LuluDivine&lt;br /&gt;
** For some events it has even been difficult or impossible to determine what activities would gain points or 'win' the event - can events have a clear set of parameters for what makes a person gain points/advance/win? LuluDivine&lt;br /&gt;
* We have megalopolis for player event announcements (eg digs and acro) but how do you feel about player run events with player provided rewards?  Do you think these are in conflict with official ATITD events (herbing, smoking etc)?  Do you think there might be a way to help players run partially competitive events like T6 '''Bonfires for SETESH''' or '''Great Herb Dump'''?  Running player invented events manually takes at least 3 players who dedicate weeks in preparation and then SETESH shows up and chaos happens. -Zhukuram&lt;br /&gt;
** Increase membership of the events team? ([[User:Silden|Silden]] 10:38, 15 April 2016 (EST))&lt;br /&gt;
* There have been serial on-going events where the story line seems to just die out.  Are there ways to help mitigate collapsed story lines or burned out event teams?  -Zhukuram&lt;br /&gt;
* Some events have top prizes that are worth very little, even to a relatively casual player - is this an intentional choice? - LuluDivine&lt;br /&gt;
* Who is on the Events Team? Is that knowledge secret for some reason? - LuluDivine&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104825</id>
		<title>FiresideChat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104825"/>
		<updated>2016-06-08T16:54:59Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Existing Test Improvements and Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fireside Chat Ideas =&lt;br /&gt;
I am looking to improve some of the aspects of communicating things to the players.  Several people have suggested the idea of a weekly fireside chat around when I run test passings.  I have created a new Microphone Channel called Fireside for the this purpose.  I will accept suggestions here for topics for each week.  I would like to keep the discussion on topic as much as possible with as many questions submitted here before the event.&lt;br /&gt;
&lt;br /&gt;
'''If Weekly Fireside Chats aren't working (as evidenced by the fact they aren't happening) can we have them scheduled at some other iteration?  Bi-Weekly?  Monthly?  It's good to hear about the state of the game.'''&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Why do you want the questions up front and not during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Because historically the ENN chats have started well but got worse the longer they go on.  If I get the questions up front, I can think about the answers and not do quick off the cuff answers that tend to upset someone or another.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Can I have a unicorn?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' No, stop asking.  It was funny the first 200 times, but now you are more likely to get a snarky answer that causes someone to point out that Pluribus is a meany and he shouldn't talk to the players that way.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I submit idea for topics and or Questions that I would like answered.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Add them to the sections below. (+1 any question that you are interested in that was previously posted)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How long will these chats last and is there any chance of taking questions during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' I am shooting to make them about 30 minutes long.  Questions submitted during the event may be answered at my discretion.  Posts that are off topic or meant to just be inflammatory will just be deleted rather than posted.  (Yes it is censorship, deal with it)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I see the discussion as it is happening?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' During the event, just /join Fireside and the microphone channel will be added.  If you can't be in game, it will be logged with the other microphone channels.&lt;br /&gt;
&lt;br /&gt;
== Topic Ideas ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
&lt;br /&gt;
== Questions Per Topic ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
* Would you consider adding vanity titles for passing &amp;gt;7 tests in a discipline (&amp;quot;Pharaoh's Idiot&amp;quot;)? It would encourage some of us to keep playing. -Istwan&lt;br /&gt;
* If the barrier to doing a kickstarter is the time required on your end, why not source ideas from the community and get community involvement in running the campaign?  I've started throwing together some ideas [[Kickstarter|here]] -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* How large of a team is currently working on ATITD?  What sort of things are you needing help with that the community might be able to step in and assist?  We all love this game and want to see it flourish. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What is the biggest challenge you are seeing in attracting new players to the game? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What percentage of active subscriptions are the full-telling subscription purchases? - [[User:Dresdor|Dresdor]]&lt;br /&gt;
* (Nerdy Questions)How are you tracking various work items/doing project management for this (and the other) games?  What system (if any) are you using as a code repository? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* Why can't fertilizer be used to fertilize soil? - Lisanna&lt;br /&gt;
&lt;br /&gt;
=== Existing Test Improvements and Changes ===&lt;br /&gt;
* Some test have rewards, while others do not. Is there any chance to add some reward to every test, even just a small one. - Balthazarr&lt;br /&gt;
** Architecture - Since each passed test allows an addition 14 cells to a compound, this discipline is pretty much covered. Plus the various houses that you can build after passing tests, and Monuments Towers, too.&lt;br /&gt;
** Art - Since each passed test gives an improved Artistic Touch for Blacksmithing, this discipline is pretty much covered.&lt;br /&gt;
** Body - All but Banquet give a stat boost, maybe a Perception boost could be the reward for Banquet. &lt;br /&gt;
** Harmony - Gives no rewards for anything, other than the Offering Vault becoming an oversized warehouse. This is probably do to Harmony being a late addition to the game.&lt;br /&gt;
** Leadership - Gives rewards for 3 tests Hegemon, Demipharaoh &amp;amp; Mentorship. What about some reward for the others?&lt;br /&gt;
** Thought - Gives no rewards for anything. I can think of no reason why this original discipline was left out in the cold.&lt;br /&gt;
*** Maybe something like Artistic Touch for Glassblowing or some sort of boost of that sort. - Balthazarr&lt;br /&gt;
** Worship - Since each passed test increases the yield by 10 barley, this discipline is pretty much covered. Plus a few tests have an extra benefit given to the passers.&lt;br /&gt;
* Bedouin is the only test where the player is ignorant about how near is the goal when it was not reached. In all the others it is known. That could be fixed saying each day in system the 3 (or 4) top scores: the 2 that advanced and one or two more. - Sabuli&lt;br /&gt;
* Marriage - There needs to be some way of configuring how much sharing there is in your marriage.  One reason I'm not keen on doing this is I don't want to give unrestricted access to my stuff to another player, especially when I am offline.  Some concerns:&lt;br /&gt;
::DP Ban powers should not be accessible by the spouse.  We didn't elect them, we elected the DP (and/or make it configurable, but I'm a fan of no ban powers with spouse login)&lt;br /&gt;
::Restrict/configure access on buildings (e.g. maybe I want my spouse to be able to access guild buildings at my access level, or perhaps I want them to use their own access level on all things.  Maybe be able to toggle certain buildings as spouse inaccessible)&lt;br /&gt;
::Restrict the time they can be logged in as you, or prevent them from spouse logging.  I'm really not that much of a fan of being able to pretend to be someone else, even if its your spouse.&lt;br /&gt;
&lt;br /&gt;
=== Test Rebalance For Solo Play Or Consistency ===&lt;br /&gt;
The goal for the game has never been for one player to complete all tests (though this has happened) but there seems to be no consistency in terms of difficulty for a test.  The following rebalance ideas are offered for consideration (offered by [[User:Dresdor|Dresdor]] in the hope of game balance and improvement):&lt;br /&gt;
====Architecture====&lt;br /&gt;
* Principles - Architecture principles is a little time consuming at newbie tech levels (takes a couple hours to grind out all the materials, especially if you don't get things like improved brick racks, hackling rakes, and carpentry shops built in your compound before expanding it).  Improvements recommended here would be to make the expansion smaller, and maybe include building some of the simpler compound buildings.&lt;br /&gt;
* Test of The Obelisk- Instead of making this &amp;quot;tallest wins when held for x time&amp;quot; make it point based like other tests.  If you have the tallest of this type of Obelisk, and are holding power, you earn x points per day.  You earn proportionally less based on how much smaller your obelisk is (exact formula is left to the designer).  In theory, even if you've never had the largest obelisk, you still earn points.  Multiply points by a factor for the type of obelisk (e.g. 1 for desert, 2 for metallic, 3 for cut stone, etc).  The goal is to improve the test for everyone and make things like queues redundant.&lt;br /&gt;
* Throne of the Pharoah- Making this more solo-friendly would be to allow anyone to attach a decoration to the throne.  When done by someone not in that throne's group, the throne group gets a half the normal points, and the soloer gets half the normal points.  Alternatively make it on a timer so that for the first X hours only group members can do this.  Similar to the recommendation for obelisk, make passing based on points instead of best throne wins a pass (or add a secondary pass based on points for those not in a throne group).  &lt;br /&gt;
* Test of Towers has a good balance and is soloable.  No changes recommended at this time.&lt;br /&gt;
* Test of the People's Pyramid - Pyramids take a lot of manpower for one person to get a pass.  Pyramids also provide some small bonuses to Egypt as a whole, so there's no real risk of them not getting built eventually without this test.  My thought is this test should be removed, or its mechanic replaced by some kind of points system for helping build a pyramid (or like other tests, maybe earn points by blessing a pyramid in some way, and whoever has the most points on a given day gets a pass on the test).&lt;br /&gt;
* Test of the Megalopolis - I like the flavor of this test, but I envision this as an ever-growing site.  Restict Megalopoli to one per region.  A Megalopoli is completed when the central building is built, but can be added on to by any player.  Megalopoli can expand indefinitely, and grant benefits to the region they are built in, but a player can only ever add one building to a Megalopolis.  Region Megalopoli should compete with each other, and you earn 1 point per building in your megalopolis per day (from the time you add yours).  The x people with the most points every week pass the test.&lt;br /&gt;
* Test of the Funerary Temple - This test is mostly ok.  I'm not a fan of the overall demand of Raeli tiles in the game, so I'd recommend being able to add other &amp;quot;decorations&amp;quot; to the temple in a similar manner (fish scales might be fun, used in the same way as tiles, as would paint, but worth fewer points).&lt;br /&gt;
* Test of Life - This test works very well the way it is (once the grow attempts vs actual grown counting bug is fixed next telling).  It is possible to &amp;quot;split off&amp;quot; an existing aquaduct and make your own branch (even for one tower and bulk grow your own veggies).  While you can't strictly solo this, you can do a decent job of passing without being involved in the big groups.&lt;br /&gt;
* Test of Seven Phoenix - I don't have much of a comment on this test.  Its ok as is.  It requires group participation to reasonably pass.  Maybe reduce points needed based on activity levels?&lt;br /&gt;
* Test of Octec's Ghost - This is an ok test, but I really don't like it for Architecture.  It doesn't have the right feel for it.  This is more of a Harmony test.&lt;br /&gt;
&lt;br /&gt;
====Art and Music====&lt;br /&gt;
In general, these tests are voting based, and so we have large &amp;quot;galleries&amp;quot; of art near CS.  Failure to put your art there tends to mean you will not pass as quickly as those that do.&lt;br /&gt;
* Principle: This really should be a test on its own, as sculptures are usually very well done.&lt;br /&gt;
* Test of Khefre's Children: Reduce the number of judges needed to a function of how many active players there are (with some minimum).  This way we can actually get passes even if there are few people playing.&lt;br /&gt;
* Test of the Raeli Mosaic - More Raeli requirements.  I'm not a fan of the high amounts of Raeli tiles that get used in ATITD in general, and they cause some stiff competition for Raeli spots.  I like the test otherwise.&lt;br /&gt;
* Test of Pyrotechnics - I think the passing requirements should be a little different, maybe point based with whoever has the most points over a certain threshold passing.  Additionally, you should be able to program the fireworks so you don't have to be there to set them off.  Maybe set them off every egypt night for a week, and anyone nearby can quickly register before they start and vote.&lt;br /&gt;
* Test of the Formal Garden - Quills only being sourced from Ibis is an issue I think in resource requirements.  Otherwise I love this test.  One thing I would &amp;quot;add&amp;quot; to it is a mechanic to &amp;quot;Tour Local Gardens&amp;quot; to be transported to various non-passed gardens from any other garden.  Treat this like the Welcome Island transport where your inventory is locked and you only are there for a short period before going to the next one (being prompted to vote first).  The mechanic needs to be coded properly so there's no ability to abuse the free teleport.&lt;br /&gt;
* Test of Flight - There's no reason to have Raeli Tiles be a requirement here (can nothing else &amp;quot;protect the mechanism?&amp;quot;.  I like this test, as it has a great visual image.  One issue I see is setting them up in a place that will get enough traffic for votes, but also enough clear space for a good show.&lt;br /&gt;
* Test of the Prismatic Opticon - Lots of cut gem requirements (which I've never been any good at, but shouldn't be an issue as there are many people who are).  No real comment here, except the need to place them in high traffic areas.&lt;br /&gt;
* Test of the Windsong - The usual &amp;quot;people with hearing issues/can't use sound have a disadvantage here&amp;quot; comment.  Otherwise, this is a good test.  TBH, the only really Music test of the Arts and Music discipline.&lt;br /&gt;
* Test of the Dancing Waters - Runs into the same problem as other tests here: you need it in an accessible, frequented area to get enough votes to pass.  Also needs to be in an area where it won't kill the FPS of everyone that comes by.  This is a cool test.&lt;br /&gt;
&lt;br /&gt;
====Body====&lt;br /&gt;
In general, I'm not a fan of permanent attribute changes being tied to tests.  They should be gained by other means.&lt;br /&gt;
* Principle: This is almost too easy of a principle, and only demonstrates that Body tests involve running around everywhere.&lt;br /&gt;
* Test of the Acrobat: This is a decent test for Body.  I'm not sure there should be any changes here, except maybe better communication that there's no chance you will learn anything from someone.&lt;br /&gt;
* Test of the Archaeologist: Arch. Sites seem to only spawn where people have been, and there's no way to &amp;quot;force&amp;quot; them to occur.  This is really less about archaeology and just a treasure hunt.  Maybe have some change to the test so you have to perform some action to find arch. sites?&lt;br /&gt;
* Test of the Bedouin: I like this test.  You can run around all of egypt if you want to pass quickly or just make sure your nearest 3 altars are annointed by you every now and then for a slower pass.  However, you need to be able to see your cumulative score.  Maybe even see how many altars are currently annointed by you.&lt;br /&gt;
* Test of the Singing Cicada: This test actively penalizes players who cannot play with sound enabled or have hearing issues.  It is the only source of permanent speed, and is set up in such a way that ensures players will keep &amp;quot;playing&amp;quot; the test for a long time to get 14 speed.  Add in things like placing cages where they are only accessible by airship, needing to find 4-7 cages to even set up you own, and it is difficult to get started.  Perhaps add in an option to &amp;quot;buy&amp;quot; a cage from U. Body once a week/month for some non-inconsequential cost.  This would allow players who don't have luck finding cages a chance to still earn points.&lt;br /&gt;
* Test of the Darkest Night: As someone who hates shrooming, I'm not a fan of this test in general.  However, one change I would recommend is having the ability to &amp;quot;refresh&amp;quot; one of the mushroom requirements (changes to a new, random shroom, but you lose any progress you made on the previous one), or having any completed requirements get replaced by a new shroom, with the test passing once you complete 35 mushrooms (by eating 7 of each from the ground).  Every 5 shrooms you complete you get 1 endurance.&lt;br /&gt;
* Test of the Safari: I'm not a fan of scavenger hunts, but this test is ok as it is.  Only complaint is, like the other Body tests, this restricts strength which is a key stat (because its tied to default carry ability).  There's a huge difference between being able to carry 500 weight and 1000 weight.  I would personally make it so that you can get any combination of 28 animals (maybe with a limit of 7 each instead of 4) so that if you have a particular kind you hate hunting (Otters always laughing at me) you don't *have* to do it to pass.&lt;br /&gt;
* Test of the Oyster Catcher : Issue here is that there's programs to perfectly &amp;quot;solve&amp;quot; the oyster beds.  This makes half the test trivial.  The other part, figuring out how to build your necklace, is the fun part.  Like every other body test, I'm not a fan of tying an attribute buff to completion of the test.&lt;br /&gt;
* Test of the Ritual Tattoo: This test is cool in concept.  It can be very time consuming to find the right herb if it is rare.&lt;br /&gt;
* Test of the Banquet: I like this test a lot, but I feel like the previous tellings of it make it a very easy test (unless you get some ludicrous requirement, but since you can get a menu from each university until you find one you like....).  &lt;br /&gt;
&lt;br /&gt;
====Harmony====&lt;br /&gt;
Harmony in general is not a favored discipline of mine.  Its a lot of random predictions, and greatly benefits those who have been playing the game for some time (in most cases).  There's so much more that could be done with a set of tests than this.&lt;br /&gt;
* Principle: This principle seems highly divorced from the reality of the tests in this discipline.  Meeting people is not the same as predicting what other people will do (which is what most of the other tests are about).  Also, like the leadership principle, its pretty much chatting into a region/microphone/etc to get to meet everyone on your list.  This list is easier a couple weeks into the telling than any other time, as there are more people around with more of the requirements (beginning of the tale you might not find an initiate of six or more for a day or two, but unlikely).  &lt;br /&gt;
* Test of Chains - For the &amp;quot;first&amp;quot; Harmony test, this is different than the others, in that your predictions must be immediately relevant or &amp;quot;break&amp;quot; your chain.  I'm not a fan of this test, as it requires you to be consistently accurate.  The good news is that this is a *really* easy test to pass as its highest scores without a 8+ way tie.  Easiest way is to get married and pick yourself, then level.&lt;br /&gt;
* Test of the Freeman - This test is slow, but I like the principle of it.  However, I think there should be a wider spread on points (make it within 20-30% instead of 10%) to make it more interesting and reduce ties.&lt;br /&gt;
* Test of Marriage - This should not be a test.  Imagine a test that requires you to give someone your login to your account, and full access to all your stuff.  Marriage is a wonderful mechanic, but should not be the basis for a test.  Better would be something like Test of the Guild Master or something that provided challenges that could only be accomplished by a group of people, or test passes by people in your guild (since you can be in infinite numbers of guilds that would be hard to balance mechanically).&lt;br /&gt;
* Test of the Prophet - This is an ok Harmony test.  &lt;br /&gt;
* Test of Souls - There's too much overlap with Test of Chains.  These two tests are far too similar for them to be separate tests.&lt;br /&gt;
* Test of the Critic - This is a good Harmony test.  This should remain unchanged.&lt;br /&gt;
* Test of Balance of Goods - This is an odd Harmony test.  I like the test, as anyone can do it, it doesn't require rare materials (but they help), but I don't feel it fits in Harmony, as you are trying to outsmart other players.&lt;br /&gt;
* Test of Reason - This is far too similar to Test of the Critic for my tastes to be a separate test.  I get that they cover two very separate areas (artistic taste and thought skill), but it seems like a lot of test coverage for the same mechanic.&lt;br /&gt;
* Test of Promotion - Too similar to Test of the Prophet for my liking.  It's pretty much the same test with scoring based on their rank rather than number of tests passed.&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
* Principle: This is an annoyance when server populations are low or mid-telling.  Maybe have the number needed fluctuate based on number of online players or number of players active in the last X days.&lt;br /&gt;
* Test of the Demi-Pharoah: No....this should not be a test.  DP is a big responsibility and has a lot of power with the potential to ban players.  This should not be the goal of a test, and should only be pursued for altruistic reasons (wanting to help the community).  Ideally, Egypt would keep people out of the DP position if they did not have Egypt's best intentions at heart, but people can be fooled.&lt;br /&gt;
* Test of the Kingmaker: This is more of a Harmony test than a leadership one.  I'm not a huge fan of it in general, especially since DP elections are scheduled and somewhat rarer than a test should require.&lt;br /&gt;
* Test of Mentorship: Another one that really shouldn't be a test.  There are rewards for mentoring new players that can be redeemed.  That should be enough.&lt;br /&gt;
* Test of the Retired Pirates: This is more of a Thought test than a leadership one.  &lt;br /&gt;
* Test of the Covered Cartouche: This is more of an Arch test than a leadership one.&lt;br /&gt;
* Test of the Beaurocrat: This is a real leadership test, but people being able to overthrow the whole structure is a little off to me.  Maybe require votes or only be able to overthrow those directly above you instead of upsetting the whole beaurocracy.  &lt;br /&gt;
* Test of the Hegemon: Not sure what format this will take this telling.  I'll reserve comment til then.&lt;br /&gt;
* Test of the Plantation: I'm not sure how I feel about this test.  It seems like a good test, but I'm not sure how leadershippy it is.&lt;br /&gt;
* Test of the Coalition: ????&lt;br /&gt;
&lt;br /&gt;
====Thought====&lt;br /&gt;
In general, Thought needs some UI improvements.  The various puzzles need an option to pop up a menu or HUD to do the tasks, as well as a better way of finding &amp;quot;recently passed&amp;quot; items for principles than using the Wiki.   Like Art and Music, there's the issue that unless your puzzle is near a CS, you probably won't get as many votes.  Finally, the fact that only those that solve your puzzles get to vote implies that there's incentive to make the puzzles relatively easy, instead of the devilishly hard puzzles this discipline should represent.&lt;br /&gt;
* Principle: I hate this principle.  Either make a Set's ladder not require a Pyramid of the People, or change the goal to another kind of puzzle.  Guess what....not a whole lot of Set's Ladders have passed in the last 60 days, so....how do I get past principles?  There's a reason in every previous telling this was a simple to build puzzle (empty hand before they became the size of a warehouse for some reason) and not something expensive.&lt;br /&gt;
* Test of the Pathmaker: I like pathmakers.  They are cool tests.  They need a UI desperately.&lt;br /&gt;
* Test of the Venery: Well made veneries are very nice, but I think there should be a distance requirement.  E.g. everything has to be in x coords of the venery (or at least show on the venery how far away the furthest item is from the venery start point).  &lt;br /&gt;
* Test of the Bijou: ugh....gemcutting.  These are largely cool, but I really don't like gemcutting.  Test is good as is.&lt;br /&gt;
* Test of the Constellation: This desperately needs a UI.&lt;br /&gt;
* Test of the Tomb of the Immortal: This needs a UI to make it easier to play.  &lt;br /&gt;
* Test of the Empty Hand: This is stupidly expensive to build a decent puzzle.  This should also be renamed the Empty Warehouse or something because you cannot reasonably fit those blocks in your hand.&lt;br /&gt;
* Hexaglyphs: I don't have experience with these, but I bet they need a new UI.&lt;br /&gt;
* Test of the Pulse of the People: This is a Harmony test, not a Thought test.  Also, there's no reason you should need a token to play.&lt;br /&gt;
* Riddle of the Sphinx: There are a lot of technical problems with this test.  Making it multiple choice would solve a lot of issues (based off T4 data).&lt;br /&gt;
&lt;br /&gt;
====Worship====&lt;br /&gt;
* Principle: I am not a fan of this principle.  It has the potential for a lot of flavor, but falls flat.  This is always the last principle I complete, as its boring and only takes a few minutes if you work with the right guild.&lt;br /&gt;
* Test of the Vigil: I love this test.  It has great flavor, but I think the rarity of the objects being sacrificed should be taken into consideration more than the total number of sacrifices (maybe averaged out so a particular sacrifice doesn't matter so much as overall, but enough to encourage rarer materials being sacrificed early).  There should also be some way of soloing it a little, even if it would be easier to do it as a group.&lt;br /&gt;
* Path of the Pilgrim: I think you should earn points for this by operating shrines, as well as progressing as a pilgrim.  Sacrifices to the shrines should also disappear from the game instead of being retrievable, and certain items should not be sacrificed (e.g. sand, mud, dirt, clinker, etc).&lt;br /&gt;
* Test of Festivals: I've not experience this test in practice, so I don't have a lot to comment on it.  It seems interesting, though complicated.&lt;br /&gt;
* Test of the Messenger: This is too easy for all of egypt to do.  Maybe have a restriction that the first x to do the ritual pass, and not require 7 passes.&lt;br /&gt;
* Test of the Astrological Alignment: A test that entirely relies on random chance.  Shouldn't this be a Harmony test given its nature?  I don't care for this test as its heavily reliant on a high enough server population to find a group of 4 others that are all aligned with you.&lt;br /&gt;
* Test of Beacons: I don't like the restrictions on this, but like the idea of actions attracting a god's pleasure.  Maybe instead of bringing down a beacon, make a similar test that has actions in Egypt please or displease a god, with the eventual goal being to get 100% satisfaction (similar to Festivals, but with everyday actions).  You could have an event where, say, one god gets angry whenever someone grows onions but likes it when someone grows leeks.  The overall test pass being reliant on getting each got satisfied to 100% at the same time.&lt;br /&gt;
* Test of Leavened Breads: This is an overly complicated test.  The baking part is very Worshippy, but the eating part seems to be far more related to Harmony than Worship.  I'm not sure what should be changed here, but breaking it into two tests would be interesting and would give Harmony some additional tests (as I've recommended removing a couple).&lt;br /&gt;
* Test of the Humble Priests: I like the benefits of this test (being able to bless others with cool abilities) but some of the requirements are a little off.  Needing a player with no initiations for example for one of the gods.  This reminds me of the T6 seeding requirement to have the veggie grown by 3 lvl 1 players in a small area in order to seed.&lt;br /&gt;
* Remembrance Ceremonies: New test, no ideas yet.&lt;br /&gt;
* Test of Visions: This is a cool test, but it sucks that only 7 people can see a particular god.  Perhaps anyone who has had the vision (up to a total of 7) in the last x timeframe should be able to, or perhaps despawn/respawn the gods after a short time of no activity if they've been used at all.&lt;br /&gt;
&lt;br /&gt;
=== Ideas for New Techs ===&lt;br /&gt;
'''The main issue here here is that we propose techs that do NOT require any new graphic resources.''' - Balthazarr&lt;br /&gt;
* Pollution Abatement and Fertilizer. If we could research techniques that would tie into Ecology. For example, after testing for Soil Acidity, if you had learned this tech, you would know how much Lime would need to be spread to mitigate the Soil Acidity. Thank you Lisanna for the suggestion above. - Balthazarr&lt;br /&gt;
* Forge &amp;amp; Casting Box Timers. A tech that would allow us to upgrade Forge &amp;amp; Casting Boxes with a timer showing how much time is left on a project, they would update like a chariot, when you clicked on the building. Maybe a new glaziers bench option ''Fine Glass Hourglass'' which along with a handful of other materials would enable the upgrade, once the tech was learned. - Balthazarr&lt;br /&gt;
* Greenhouse Technology - Allowing the growing of vegetables, instead of grass. Maybe at 25% of the output of grass. An alternative to offlining or macroing them. - Balthazarr (+1 [[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* Real McCoy Oil-Drip Cup - Allowing the installation of automatic oil dispensers to machines that can be lubricated. Could be Steam Mechanics Level 4. https://en.wikipedia.org/wiki/Elijah_McCoy - Balthazarr&lt;br /&gt;
* Increased capacity Flax Hammocks and/or Drying Racks, either as an initial build (like Greenhouses) or as an upgrade (like Gins), which allow drying of larger amounts (Structure Reinforcement 3?) ([[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* A use for Cocoa, maybe a Chocolate Making Tech, allowing use to make the Chocolates we get from the Snowstorms, OR Better yet new Chocolates that use real world ingredients that we have access to in game; Camel Milk &amp;amp; Cocoa as the base; Royal Jelly, Honey &amp;amp; Indo Honey as a sweetener; Watermelon, Dates, Citrus Fruits &amp;amp; Coconut Meat as Fillers; Grilled Coconut Meat, Peppers, Grilled Peppers, Salt &amp;amp; Logical Herbs (Blueberry Tea Tree, Camelmint, Ginger Root, Ginseng Root, Honey Mint, Ice Mint, Lemondrop, Lemon Grass, Liquorice, Nubian Liquorice, Mountain Mint, Peppermint, Strawberry Tea, Vanilla Tea Tree) as flavorings. It could be set as a static table that gets randomized each tale. Each chocolate would have Cocoa as the base, one sweetener, one filler &amp;amp; one flavoring, with the option to add Camel Milk. - Balthazarr&lt;br /&gt;
* Permanent Excavation or Enduring Excavation: This is a permanent version of a dig hole (so graphic resources can be reused.  Ideally it would have its own graphic to distinguish it as a building).  This building requires some fairly simple resources to build (wood, rope, slate shovels (or perhaps any shovel), and boards).  This building tracks depth.  When used, depth increases slightly, materials are generated, and an endurance timer is started on the avatar.  Resources are dependent on depth of the excavation (depth &amp;lt; 100 only dirt, beyond that, occasional cuttable stone.  At depth &amp;gt; 200 occasional medium stone, with more depth meaning greater chance for either).  Every 100 depth, the excavation &amp;quot;breaks&amp;quot; and requires additional materials to continue excavating (these should be the same materials used in construction).  At some point the excavation becomes unusable (maybe this max depth can be improved through further tech or reinforcing the excavation) (making steam shovels and normal digs more efficient, but requiring more resources or more people respectively).  Excavations should produce pollution, particularly heavy metals, even when not in use.  To remove an excavation, you have to &amp;quot;fill&amp;quot; it with dirt equivalent to the amount removed (plus additional for the stone, bauxite, and gypsum removed at an increased rate).   Removing a permanent excavation refunds no materials, no matter what skills you have.  Potential improvements for this building should be centered around more efficient excavating (2+ depth per use) or deeper maximum depth. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
There seem to a number of question showing up about events, I will try and get with nikara (The events team lead) and be better prepared for those questions.&lt;br /&gt;
&lt;br /&gt;
* For Events, instead of one 12-hour marathon, how about 3 or 4 copies of an event, each shorter, and spaced around the clock? This allows people from all different time zones as good of a chance to participate, without people feeling obligated to play for a full 12 hour stretch. Yes, one person could win multiple events. I think most of us are willing to take that chance, though. - Somebob +1 Asnath, +1 Kastou, +1 Balthazarr +1 Spicy&lt;br /&gt;
* Would it be possible to create an auto-exclude list that would allow a player to participate in 1 round but not in others? (if event = herbs with 3 rounds and they collect 1+ herb in round 1, they cannot get credit for round 2 or 3) Or to have the player select in which rounds they want to participate(ala Demi-Pharaoh) - Zhukuram&lt;br /&gt;
* Many players are frustrated with long events, be them 12 or 24 hours long. Similarly they are frustrated with a shorter event that is held at a time inconvenient to them. In some past tales, the same event was run 3 times, with the start time of the second event 8 hours after the first and the third being 16 hours after the first. Is there any chance that this could become the norm? (yes this is a rephrasing of the initial question, just with more details) - Balthazarr&lt;br /&gt;
* There has been lots of confusion during events as to what the rules and guildlines are. Would it be possible to have that information available before the events? Example, if warps are possible, time travel use, etc. - Brucette +1 Spicy, +1 LuluDivine&lt;br /&gt;
** For some events it has even been difficult or impossible to determine what activities would gain points or 'win' the event - can events have a clear set of parameters for what makes a person gain points/advance/win? LuluDivine&lt;br /&gt;
* We have megalopolis for player event announcements (eg digs and acro) but how do you feel about player run events with player provided rewards?  Do you think these are in conflict with official ATITD events (herbing, smoking etc)?  Do you think there might be a way to help players run partially competitive events like T6 '''Bonfires for SETESH''' or '''Great Herb Dump'''?  Running player invented events manually takes at least 3 players who dedicate weeks in preparation and then SETESH shows up and chaos happens. -Zhukuram&lt;br /&gt;
** Increase membership of the events team? ([[User:Silden|Silden]] 10:38, 15 April 2016 (EST))&lt;br /&gt;
* There have been serial on-going events where the story line seems to just die out.  Are there ways to help mitigate collapsed story lines or burned out event teams?  -Zhukuram&lt;br /&gt;
* Some events have top prizes that are worth very little, even to a relatively casual player - is this an intentional choice? - LuluDivine&lt;br /&gt;
* Who is on the Events Team? Is that knowledge secret for some reason? - LuluDivine&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104820</id>
		<title>FiresideChat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104820"/>
		<updated>2016-06-08T16:48:41Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Fireside Chat Ideas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fireside Chat Ideas =&lt;br /&gt;
I am looking to improve some of the aspects of communicating things to the players.  Several people have suggested the idea of a weekly fireside chat around when I run test passings.  I have created a new Microphone Channel called Fireside for the this purpose.  I will accept suggestions here for topics for each week.  I would like to keep the discussion on topic as much as possible with as many questions submitted here before the event.&lt;br /&gt;
&lt;br /&gt;
'''If Weekly Fireside Chats aren't working (as evidenced by the fact they aren't happening) can we have them scheduled at some other iteration?  Bi-Weekly?  Monthly?  It's good to hear about the state of the game.'''&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Why do you want the questions up front and not during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Because historically the ENN chats have started well but got worse the longer they go on.  If I get the questions up front, I can think about the answers and not do quick off the cuff answers that tend to upset someone or another.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Can I have a unicorn?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' No, stop asking.  It was funny the first 200 times, but now you are more likely to get a snarky answer that causes someone to point out that Pluribus is a meany and he shouldn't talk to the players that way.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I submit idea for topics and or Questions that I would like answered.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Add them to the sections below. (+1 any question that you are interested in that was previously posted)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How long will these chats last and is there any chance of taking questions during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' I am shooting to make them about 30 minutes long.  Questions submitted during the event may be answered at my discretion.  Posts that are off topic or meant to just be inflammatory will just be deleted rather than posted.  (Yes it is censorship, deal with it)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I see the discussion as it is happening?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' During the event, just /join Fireside and the microphone channel will be added.  If you can't be in game, it will be logged with the other microphone channels.&lt;br /&gt;
&lt;br /&gt;
== Topic Ideas ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
&lt;br /&gt;
== Questions Per Topic ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
* Would you consider adding vanity titles for passing &amp;gt;7 tests in a discipline (&amp;quot;Pharaoh's Idiot&amp;quot;)? It would encourage some of us to keep playing. -Istwan&lt;br /&gt;
* If the barrier to doing a kickstarter is the time required on your end, why not source ideas from the community and get community involvement in running the campaign?  I've started throwing together some ideas [[Kickstarter|here]] -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* How large of a team is currently working on ATITD?  What sort of things are you needing help with that the community might be able to step in and assist?  We all love this game and want to see it flourish. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What is the biggest challenge you are seeing in attracting new players to the game? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What percentage of active subscriptions are the full-telling subscription purchases? - [[User:Dresdor|Dresdor]]&lt;br /&gt;
* (Nerdy Questions)How are you tracking various work items/doing project management for this (and the other) games?  What system (if any) are you using as a code repository? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* Why can't fertilizer be used to fertilize soil? - Lisanna&lt;br /&gt;
&lt;br /&gt;
=== Existing Test Improvements and Changes ===&lt;br /&gt;
* Some test have rewards, while others do not. Is there any chance to add some reward to every test, even just a small one. - Balthazarr&lt;br /&gt;
** Architecture - Since each passed test allows an addition 14 cells to a compound, this discipline is pretty much covered. Plus the various houses that you can build after passing tests, and Monuments Towers, too.&lt;br /&gt;
** Art - Since each passed test gives an improved Artistic Touch for Blacksmithing, this discipline is pretty much covered.&lt;br /&gt;
** Body - All but Banquet give a stat boost, maybe a Perception boost could be the reward for Banquet. &lt;br /&gt;
** Harmony - Gives no rewards for anything, other than the Offering Vault becoming an oversized warehouse. This is probably do to Harmony being a late addition to the game.&lt;br /&gt;
** Leadership - Gives rewards for 3 tests Hegemon, Demipharaoh &amp;amp; Mentorship. What about some reward for the others?&lt;br /&gt;
** Thought - Gives no rewards for anything. I can think of no reason why this original discipline was left out in the cold.&lt;br /&gt;
*** Maybe something like Artistic Touch for Glassblowing or some sort of boost of that sort. - Balthazarr&lt;br /&gt;
** Worship - Since each passed test increases the yield by 10 barley, this discipline is pretty much covered. Plus a few tests have an extra benefit given to the passers.&lt;br /&gt;
* Bedouin is the only test where the player is ignorant about how near is the goal when it was not reached. In all the others it is known. That could be fixed saying each day in system the 3 (or 4) top scores: the 2 that advanced and one or two more. - Sabuli&lt;br /&gt;
&lt;br /&gt;
=== Test Rebalance For Solo Play Or Consistency ===&lt;br /&gt;
The goal for the game has never been for one player to complete all tests (though this has happened) but there seems to be no consistency in terms of difficulty for a test.  The following rebalance ideas are offered for consideration (offered by [[User:Dresdor|Dresdor]] in the hope of game balance and improvement):&lt;br /&gt;
====Architecture====&lt;br /&gt;
* Principles - Architecture principles is a little time consuming at newbie tech levels (takes a couple hours to grind out all the materials, especially if you don't get things like improved brick racks, hackling rakes, and carpentry shops built in your compound before expanding it).  Improvements recommended here would be to make the expansion smaller, and maybe include building some of the simpler compound buildings.&lt;br /&gt;
* Test of The Obelisk- Instead of making this &amp;quot;tallest wins when held for x time&amp;quot; make it point based like other tests.  If you have the tallest of this type of Obelisk, and are holding power, you earn x points per day.  You earn proportionally less based on how much smaller your obelisk is (exact formula is left to the designer).  In theory, even if you've never had the largest obelisk, you still earn points.  Multiply points by a factor for the type of obelisk (e.g. 1 for desert, 2 for metallic, 3 for cut stone, etc).  The goal is to improve the test for everyone and make things like queues redundant.&lt;br /&gt;
* Throne of the Pharoah- Making this more solo-friendly would be to allow anyone to attach a decoration to the throne.  When done by someone not in that throne's group, the throne group gets a half the normal points, and the soloer gets half the normal points.  Alternatively make it on a timer so that for the first X hours only group members can do this.  Similar to the recommendation for obelisk, make passing based on points instead of best throne wins a pass (or add a secondary pass based on points for those not in a throne group).  &lt;br /&gt;
* Test of Towers has a good balance and is soloable.  No changes recommended at this time.&lt;br /&gt;
* Test of the People's Pyramid - Pyramids take a lot of manpower for one person to get a pass.  Pyramids also provide some small bonuses to Egypt as a whole, so there's no real risk of them not getting built eventually without this test.  My thought is this test should be removed, or its mechanic replaced by some kind of points system for helping build a pyramid (or like other tests, maybe earn points by blessing a pyramid in some way, and whoever has the most points on a given day gets a pass on the test).&lt;br /&gt;
* Test of the Megalopolis - I like the flavor of this test, but I envision this as an ever-growing site.  Restict Megalopoli to one per region.  A Megalopoli is completed when the central building is built, but can be added on to by any player.  Megalopoli can expand indefinitely, and grant benefits to the region they are built in, but a player can only ever add one building to a Megalopolis.  Region Megalopoli should compete with each other, and you earn 1 point per building in your megalopolis per day (from the time you add yours).  The x people with the most points every week pass the test.&lt;br /&gt;
* Test of the Funerary Temple - This test is mostly ok.  I'm not a fan of the overall demand of Raeli tiles in the game, so I'd recommend being able to add other &amp;quot;decorations&amp;quot; to the temple in a similar manner (fish scales might be fun, used in the same way as tiles, as would paint, but worth fewer points).&lt;br /&gt;
* Test of Life - This test works very well the way it is (once the grow attempts vs actual grown counting bug is fixed next telling).  It is possible to &amp;quot;split off&amp;quot; an existing aquaduct and make your own branch (even for one tower and bulk grow your own veggies).  While you can't strictly solo this, you can do a decent job of passing without being involved in the big groups.&lt;br /&gt;
* Test of Seven Phoenix - I don't have much of a comment on this test.  Its ok as is.  It requires group participation to reasonably pass.  Maybe reduce points needed based on activity levels?&lt;br /&gt;
* Test of Octec's Ghost - This is an ok test, but I really don't like it for Architecture.  It doesn't have the right feel for it.  This is more of a Harmony test.&lt;br /&gt;
&lt;br /&gt;
====Art and Music====&lt;br /&gt;
In general, these tests are voting based, and so we have large &amp;quot;galleries&amp;quot; of art near CS.  Failure to put your art there tends to mean you will not pass as quickly as those that do.&lt;br /&gt;
* Principle: This really should be a test on its own, as sculptures are usually very well done.&lt;br /&gt;
* Test of Khefre's Children: Reduce the number of judges needed to a function of how many active players there are (with some minimum).  This way we can actually get passes even if there are few people playing.&lt;br /&gt;
* Test of the Raeli Mosaic - More Raeli requirements.  I'm not a fan of the high amounts of Raeli tiles that get used in ATITD in general, and they cause some stiff competition for Raeli spots.  I like the test otherwise.&lt;br /&gt;
* Test of Pyrotechnics - I think the passing requirements should be a little different, maybe point based with whoever has the most points over a certain threshold passing.  Additionally, you should be able to program the fireworks so you don't have to be there to set them off.  Maybe set them off every egypt night for a week, and anyone nearby can quickly register before they start and vote.&lt;br /&gt;
* Test of the Formal Garden - Quills only being sourced from Ibis is an issue I think in resource requirements.  Otherwise I love this test.  One thing I would &amp;quot;add&amp;quot; to it is a mechanic to &amp;quot;Tour Local Gardens&amp;quot; to be transported to various non-passed gardens from any other garden.  Treat this like the Welcome Island transport where your inventory is locked and you only are there for a short period before going to the next one (being prompted to vote first).  The mechanic needs to be coded properly so there's no ability to abuse the free teleport.&lt;br /&gt;
* Test of Flight - There's no reason to have Raeli Tiles be a requirement here (can nothing else &amp;quot;protect the mechanism?&amp;quot;.  I like this test, as it has a great visual image.  One issue I see is setting them up in a place that will get enough traffic for votes, but also enough clear space for a good show.&lt;br /&gt;
* Test of the Prismatic Opticon - Lots of cut gem requirements (which I've never been any good at, but shouldn't be an issue as there are many people who are).  No real comment here, except the need to place them in high traffic areas.&lt;br /&gt;
* Test of the Windsong - The usual &amp;quot;people with hearing issues/can't use sound have a disadvantage here&amp;quot; comment.  Otherwise, this is a good test.  TBH, the only really Music test of the Arts and Music discipline.&lt;br /&gt;
* Test of the Dancing Waters - Runs into the same problem as other tests here: you need it in an accessible, frequented area to get enough votes to pass.  Also needs to be in an area where it won't kill the FPS of everyone that comes by.  This is a cool test.&lt;br /&gt;
&lt;br /&gt;
====Body====&lt;br /&gt;
In general, I'm not a fan of permanent attribute changes being tied to tests.  They should be gained by other means.&lt;br /&gt;
* Principle: This is almost too easy of a principle, and only demonstrates that Body tests involve running around everywhere.&lt;br /&gt;
* Test of the Acrobat: This is a decent test for Body.  I'm not sure there should be any changes here, except maybe better communication that there's no chance you will learn anything from someone.&lt;br /&gt;
* Test of the Archaeologist: Arch. Sites seem to only spawn where people have been, and there's no way to &amp;quot;force&amp;quot; them to occur.  This is really less about archaeology and just a treasure hunt.  Maybe have some change to the test so you have to perform some action to find arch. sites?&lt;br /&gt;
* Test of the Bedouin: I like this test.  You can run around all of egypt if you want to pass quickly or just make sure your nearest 3 altars are annointed by you every now and then for a slower pass.  However, you need to be able to see your cumulative score.  Maybe even see how many altars are currently annointed by you.&lt;br /&gt;
* Test of the Singing Cicada: This test actively penalizes players who cannot play with sound enabled or have hearing issues.  It is the only source of permanent speed, and is set up in such a way that ensures players will keep &amp;quot;playing&amp;quot; the test for a long time to get 14 speed.  Add in things like placing cages where they are only accessible by airship, needing to find 4-7 cages to even set up you own, and it is difficult to get started.  Perhaps add in an option to &amp;quot;buy&amp;quot; a cage from U. Body once a week/month for some non-inconsequential cost.  This would allow players who don't have luck finding cages a chance to still earn points.&lt;br /&gt;
* Test of the Darkest Night: As someone who hates shrooming, I'm not a fan of this test in general.  However, one change I would recommend is having the ability to &amp;quot;refresh&amp;quot; one of the mushroom requirements (changes to a new, random shroom, but you lose any progress you made on the previous one), or having any completed requirements get replaced by a new shroom, with the test passing once you complete 35 mushrooms (by eating 7 of each from the ground).  Every 5 shrooms you complete you get 1 endurance.&lt;br /&gt;
* Test of the Safari: I'm not a fan of scavenger hunts, but this test is ok as it is.  Only complaint is, like the other Body tests, this restricts strength which is a key stat (because its tied to default carry ability).  There's a huge difference between being able to carry 500 weight and 1000 weight.  I would personally make it so that you can get any combination of 28 animals (maybe with a limit of 7 each instead of 4) so that if you have a particular kind you hate hunting (Otters always laughing at me) you don't *have* to do it to pass.&lt;br /&gt;
* Test of the Oyster Catcher : Issue here is that there's programs to perfectly &amp;quot;solve&amp;quot; the oyster beds.  This makes half the test trivial.  The other part, figuring out how to build your necklace, is the fun part.  Like every other body test, I'm not a fan of tying an attribute buff to completion of the test.&lt;br /&gt;
* Test of the Ritual Tattoo: This test is cool in concept.  It can be very time consuming to find the right herb if it is rare.&lt;br /&gt;
* Test of the Banquet: I like this test a lot, but I feel like the previous tellings of it make it a very easy test (unless you get some ludicrous requirement, but since you can get a menu from each university until you find one you like....).  &lt;br /&gt;
&lt;br /&gt;
====Harmony====&lt;br /&gt;
Harmony in general is not a favored discipline of mine.  Its a lot of random predictions, and greatly benefits those who have been playing the game for some time (in most cases).  There's so much more that could be done with a set of tests than this.&lt;br /&gt;
* Principle: This principle seems highly divorced from the reality of the tests in this discipline.  Meeting people is not the same as predicting what other people will do (which is what most of the other tests are about).  Also, like the leadership principle, its pretty much chatting into a region/microphone/etc to get to meet everyone on your list.  This list is easier a couple weeks into the telling than any other time, as there are more people around with more of the requirements (beginning of the tale you might not find an initiate of six or more for a day or two, but unlikely).  &lt;br /&gt;
* Test of Chains - For the &amp;quot;first&amp;quot; Harmony test, this is different than the others, in that your predictions must be immediately relevant or &amp;quot;break&amp;quot; your chain.  I'm not a fan of this test, as it requires you to be consistently accurate.  The good news is that this is a *really* easy test to pass as its highest scores without a 8+ way tie.  Easiest way is to get married and pick yourself, then level.&lt;br /&gt;
* Test of the Freeman - This test is slow, but I like the principle of it.  However, I think there should be a wider spread on points (make it within 20-30% instead of 10%) to make it more interesting and reduce ties.&lt;br /&gt;
* Test of Marriage - This should not be a test.  Imagine a test that requires you to give someone your login to your account, and full access to all your stuff.  Marriage is a wonderful mechanic, but should not be the basis for a test.  Better would be something like Test of the Guild Master or something that provided challenges that could only be accomplished by a group of people, or test passes by people in your guild (since you can be in infinite numbers of guilds that would be hard to balance mechanically).&lt;br /&gt;
* Test of the Prophet - This is an ok Harmony test.  &lt;br /&gt;
* Test of Souls - There's too much overlap with Test of Chains.  These two tests are far too similar for them to be separate tests.&lt;br /&gt;
* Test of the Critic - This is a good Harmony test.  This should remain unchanged.&lt;br /&gt;
* Test of Balance of Goods - This is an odd Harmony test.  I like the test, as anyone can do it, it doesn't require rare materials (but they help), but I don't feel it fits in Harmony, as you are trying to outsmart other players.&lt;br /&gt;
* Test of Reason - This is far too similar to Test of the Critic for my tastes to be a separate test.  I get that they cover two very separate areas (artistic taste and thought skill), but it seems like a lot of test coverage for the same mechanic.&lt;br /&gt;
* Test of Promotion - Too similar to Test of the Prophet for my liking.  It's pretty much the same test with scoring based on their rank rather than number of tests passed.&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
* Principle: This is an annoyance when server populations are low or mid-telling.  Maybe have the number needed fluctuate based on number of online players or number of players active in the last X days.&lt;br /&gt;
* Test of the Demi-Pharoah: No....this should not be a test.  DP is a big responsibility and has a lot of power with the potential to ban players.  This should not be the goal of a test, and should only be pursued for altruistic reasons (wanting to help the community).  Ideally, Egypt would keep people out of the DP position if they did not have Egypt's best intentions at heart, but people can be fooled.&lt;br /&gt;
* Test of the Kingmaker: This is more of a Harmony test than a leadership one.  I'm not a huge fan of it in general, especially since DP elections are scheduled and somewhat rarer than a test should require.&lt;br /&gt;
* Test of Mentorship: Another one that really shouldn't be a test.  There are rewards for mentoring new players that can be redeemed.  That should be enough.&lt;br /&gt;
* Test of the Retired Pirates: This is more of a Thought test than a leadership one.  &lt;br /&gt;
* Test of the Covered Cartouche: This is more of an Arch test than a leadership one.&lt;br /&gt;
* Test of the Beaurocrat: This is a real leadership test, but people being able to overthrow the whole structure is a little off to me.  Maybe require votes or only be able to overthrow those directly above you instead of upsetting the whole beaurocracy.  &lt;br /&gt;
* Test of the Hegemon: Not sure what format this will take this telling.  I'll reserve comment til then.&lt;br /&gt;
* Test of the Plantation: I'm not sure how I feel about this test.  It seems like a good test, but I'm not sure how leadershippy it is.&lt;br /&gt;
* Test of the Coalition: ????&lt;br /&gt;
&lt;br /&gt;
====Thought====&lt;br /&gt;
In general, Thought needs some UI improvements.  The various puzzles need an option to pop up a menu or HUD to do the tasks, as well as a better way of finding &amp;quot;recently passed&amp;quot; items for principles than using the Wiki.   Like Art and Music, there's the issue that unless your puzzle is near a CS, you probably won't get as many votes.  Finally, the fact that only those that solve your puzzles get to vote implies that there's incentive to make the puzzles relatively easy, instead of the devilishly hard puzzles this discipline should represent.&lt;br /&gt;
* Principle: I hate this principle.  Either make a Set's ladder not require a Pyramid of the People, or change the goal to another kind of puzzle.  Guess what....not a whole lot of Set's Ladders have passed in the last 60 days, so....how do I get past principles?  There's a reason in every previous telling this was a simple to build puzzle (empty hand before they became the size of a warehouse for some reason) and not something expensive.&lt;br /&gt;
* Test of the Pathmaker: I like pathmakers.  They are cool tests.  They need a UI desperately.&lt;br /&gt;
* Test of the Venery: Well made veneries are very nice, but I think there should be a distance requirement.  E.g. everything has to be in x coords of the venery (or at least show on the venery how far away the furthest item is from the venery start point).  &lt;br /&gt;
* Test of the Bijou: ugh....gemcutting.  These are largely cool, but I really don't like gemcutting.  Test is good as is.&lt;br /&gt;
* Test of the Constellation: This desperately needs a UI.&lt;br /&gt;
* Test of the Tomb of the Immortal: This needs a UI to make it easier to play.  &lt;br /&gt;
* Test of the Empty Hand: This is stupidly expensive to build a decent puzzle.  This should also be renamed the Empty Warehouse or something because you cannot reasonably fit those blocks in your hand.&lt;br /&gt;
* Hexaglyphs: I don't have experience with these, but I bet they need a new UI.&lt;br /&gt;
* Test of the Pulse of the People: This is a Harmony test, not a Thought test.  Also, there's no reason you should need a token to play.&lt;br /&gt;
* Riddle of the Sphinx: There are a lot of technical problems with this test.  Making it multiple choice would solve a lot of issues (based off T4 data).&lt;br /&gt;
&lt;br /&gt;
====Worship====&lt;br /&gt;
* Principle: I am not a fan of this principle.  It has the potential for a lot of flavor, but falls flat.  This is always the last principle I complete, as its boring and only takes a few minutes if you work with the right guild.&lt;br /&gt;
* Test of the Vigil: I love this test.  It has great flavor, but I think the rarity of the objects being sacrificed should be taken into consideration more than the total number of sacrifices (maybe averaged out so a particular sacrifice doesn't matter so much as overall, but enough to encourage rarer materials being sacrificed early).  There should also be some way of soloing it a little, even if it would be easier to do it as a group.&lt;br /&gt;
* Path of the Pilgrim: I think you should earn points for this by operating shrines, as well as progressing as a pilgrim.  Sacrifices to the shrines should also disappear from the game instead of being retrievable, and certain items should not be sacrificed (e.g. sand, mud, dirt, clinker, etc).&lt;br /&gt;
* Test of Festivals: I've not experience this test in practice, so I don't have a lot to comment on it.  It seems interesting, though complicated.&lt;br /&gt;
* Test of the Messenger: This is too easy for all of egypt to do.  Maybe have a restriction that the first x to do the ritual pass, and not require 7 passes.&lt;br /&gt;
* Test of the Astrological Alignment: A test that entirely relies on random chance.  Shouldn't this be a Harmony test given its nature?  I don't care for this test as its heavily reliant on a high enough server population to find a group of 4 others that are all aligned with you.&lt;br /&gt;
* Test of Beacons: I don't like the restrictions on this, but like the idea of actions attracting a god's pleasure.  Maybe instead of bringing down a beacon, make a similar test that has actions in Egypt please or displease a god, with the eventual goal being to get 100% satisfaction (similar to Festivals, but with everyday actions).  You could have an event where, say, one god gets angry whenever someone grows onions but likes it when someone grows leeks.  The overall test pass being reliant on getting each got satisfied to 100% at the same time.&lt;br /&gt;
* Test of Leavened Breads: This is an overly complicated test.  The baking part is very Worshippy, but the eating part seems to be far more related to Harmony than Worship.  I'm not sure what should be changed here, but breaking it into two tests would be interesting and would give Harmony some additional tests (as I've recommended removing a couple).&lt;br /&gt;
* Test of the Humble Priests: I like the benefits of this test (being able to bless others with cool abilities) but some of the requirements are a little off.  Needing a player with no initiations for example for one of the gods.  This reminds me of the T6 seeding requirement to have the veggie grown by 3 lvl 1 players in a small area in order to seed.&lt;br /&gt;
* Remembrance Ceremonies: New test, no ideas yet.&lt;br /&gt;
* Test of Visions: This is a cool test, but it sucks that only 7 people can see a particular god.  Perhaps anyone who has had the vision (up to a total of 7) in the last x timeframe should be able to, or perhaps despawn/respawn the gods after a short time of no activity if they've been used at all.&lt;br /&gt;
&lt;br /&gt;
=== Ideas for New Techs ===&lt;br /&gt;
'''The main issue here here is that we propose techs that do NOT require any new graphic resources.''' - Balthazarr&lt;br /&gt;
* Pollution Abatement and Fertilizer. If we could research techniques that would tie into Ecology. For example, after testing for Soil Acidity, if you had learned this tech, you would know how much Lime would need to be spread to mitigate the Soil Acidity. Thank you Lisanna for the suggestion above. - Balthazarr&lt;br /&gt;
* Forge &amp;amp; Casting Box Timers. A tech that would allow us to upgrade Forge &amp;amp; Casting Boxes with a timer showing how much time is left on a project, they would update like a chariot, when you clicked on the building. Maybe a new glaziers bench option ''Fine Glass Hourglass'' which along with a handful of other materials would enable the upgrade, once the tech was learned. - Balthazarr&lt;br /&gt;
* Greenhouse Technology - Allowing the growing of vegetables, instead of grass. Maybe at 25% of the output of grass. An alternative to offlining or macroing them. - Balthazarr (+1 [[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* Real McCoy Oil-Drip Cup - Allowing the installation of automatic oil dispensers to machines that can be lubricated. Could be Steam Mechanics Level 4. https://en.wikipedia.org/wiki/Elijah_McCoy - Balthazarr&lt;br /&gt;
* Increased capacity Flax Hammocks and/or Drying Racks, either as an initial build (like Greenhouses) or as an upgrade (like Gins), which allow drying of larger amounts (Structure Reinforcement 3?) ([[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* A use for Cocoa, maybe a Chocolate Making Tech, allowing use to make the Chocolates we get from the Snowstorms, OR Better yet new Chocolates that use real world ingredients that we have access to in game; Camel Milk &amp;amp; Cocoa as the base; Royal Jelly, Honey &amp;amp; Indo Honey as a sweetener; Watermelon, Dates, Citrus Fruits &amp;amp; Coconut Meat as Fillers; Grilled Coconut Meat, Peppers, Grilled Peppers, Salt &amp;amp; Logical Herbs (Blueberry Tea Tree, Camelmint, Ginger Root, Ginseng Root, Honey Mint, Ice Mint, Lemondrop, Lemon Grass, Liquorice, Nubian Liquorice, Mountain Mint, Peppermint, Strawberry Tea, Vanilla Tea Tree) as flavorings. It could be set as a static table that gets randomized each tale. Each chocolate would have Cocoa as the base, one sweetener, one filler &amp;amp; one flavoring, with the option to add Camel Milk. - Balthazarr&lt;br /&gt;
* Permanent Excavation or Enduring Excavation: This is a permanent version of a dig hole (so graphic resources can be reused.  Ideally it would have its own graphic to distinguish it as a building).  This building requires some fairly simple resources to build (wood, rope, slate shovels (or perhaps any shovel), and boards).  This building tracks depth.  When used, depth increases slightly, materials are generated, and an endurance timer is started on the avatar.  Resources are dependent on depth of the excavation (depth &amp;lt; 100 only dirt, beyond that, occasional cuttable stone.  At depth &amp;gt; 200 occasional medium stone, with more depth meaning greater chance for either).  Every 100 depth, the excavation &amp;quot;breaks&amp;quot; and requires additional materials to continue excavating (these should be the same materials used in construction).  At some point the excavation becomes unusable (maybe this max depth can be improved through further tech or reinforcing the excavation) (making steam shovels and normal digs more efficient, but requiring more resources or more people respectively).  Excavations should produce pollution, particularly heavy metals, even when not in use.  To remove an excavation, you have to &amp;quot;fill&amp;quot; it with dirt equivalent to the amount removed (plus additional for the stone, bauxite, and gypsum removed at an increased rate).   Removing a permanent excavation refunds no materials, no matter what skills you have.  Potential improvements for this building should be centered around more efficient excavating (2+ depth per use) or deeper maximum depth. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
There seem to a number of question showing up about events, I will try and get with nikara (The events team lead) and be better prepared for those questions.&lt;br /&gt;
&lt;br /&gt;
* For Events, instead of one 12-hour marathon, how about 3 or 4 copies of an event, each shorter, and spaced around the clock? This allows people from all different time zones as good of a chance to participate, without people feeling obligated to play for a full 12 hour stretch. Yes, one person could win multiple events. I think most of us are willing to take that chance, though. - Somebob +1 Asnath, +1 Kastou, +1 Balthazarr +1 Spicy&lt;br /&gt;
* Would it be possible to create an auto-exclude list that would allow a player to participate in 1 round but not in others? (if event = herbs with 3 rounds and they collect 1+ herb in round 1, they cannot get credit for round 2 or 3) Or to have the player select in which rounds they want to participate(ala Demi-Pharaoh) - Zhukuram&lt;br /&gt;
* Many players are frustrated with long events, be them 12 or 24 hours long. Similarly they are frustrated with a shorter event that is held at a time inconvenient to them. In some past tales, the same event was run 3 times, with the start time of the second event 8 hours after the first and the third being 16 hours after the first. Is there any chance that this could become the norm? (yes this is a rephrasing of the initial question, just with more details) - Balthazarr&lt;br /&gt;
* There has been lots of confusion during events as to what the rules and guildlines are. Would it be possible to have that information available before the events? Example, if warps are possible, time travel use, etc. - Brucette +1 Spicy, +1 LuluDivine&lt;br /&gt;
** For some events it has even been difficult or impossible to determine what activities would gain points or 'win' the event - can events have a clear set of parameters for what makes a person gain points/advance/win? LuluDivine&lt;br /&gt;
* We have megalopolis for player event announcements (eg digs and acro) but how do you feel about player run events with player provided rewards?  Do you think these are in conflict with official ATITD events (herbing, smoking etc)?  Do you think there might be a way to help players run partially competitive events like T6 '''Bonfires for SETESH''' or '''Great Herb Dump'''?  Running player invented events manually takes at least 3 players who dedicate weeks in preparation and then SETESH shows up and chaos happens. -Zhukuram&lt;br /&gt;
** Increase membership of the events team? ([[User:Silden|Silden]] 10:38, 15 April 2016 (EST))&lt;br /&gt;
* There have been serial on-going events where the story line seems to just die out.  Are there ways to help mitigate collapsed story lines or burned out event teams?  -Zhukuram&lt;br /&gt;
* Some events have top prizes that are worth very little, even to a relatively casual player - is this an intentional choice? - LuluDivine&lt;br /&gt;
* Who is on the Events Team? Is that knowledge secret for some reason? - LuluDivine&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=104806</id>
		<title>Kickstarter</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=104806"/>
		<updated>2016-06-08T15:16:23Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Feedback on Reward Ideas: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Kickstarter Proposal=&lt;br /&gt;
These are my rough thoughts on what a kickstarter to rewrite the game engine could look like.  Feedback/modification is appreciated&lt;br /&gt;
&lt;br /&gt;
==Need for a Kickstarter==&lt;br /&gt;
Currently, the game engine is heavily outdated (being in continually development by Teppy since inception of the game) and there are many key elements missing from the game's source files (damaged/lost models being one key example).  Funding is needed to bring ATITD into the modern era of graphics, improving performance, and making the overall platform stable and maintainable (which it currently is not).  Exact funding is to be determined by Pluribus, as he has insight into the financials of Pluribus Games.  &lt;br /&gt;
&lt;br /&gt;
====Feedback on Goals====&lt;br /&gt;
&lt;br /&gt;
I honestly think the community can't really contribute here unless the goal amount is done, even a back of the envelope. Like, are we talking about adding another full-time dev for a year, plus a part-time artist for a year? -- Eimear&lt;br /&gt;
&lt;br /&gt;
With the information I've gathered, from a single email response and what's in the Fireside chats and ENN, the rewrite would be pretty extensive and require significant developer time.  It sounds like either a conversion from the existing Egenesis rendering engine to either a new rendering engine, or to use an existing 3rd party (which would probably be faster but carries its own issues).  We'd need Pluribus's input on what is needed there, as he has the code.  It's certain that artists of some sort (not my specialty, but modelers for certain) are needed to replace the lost files.  I imagine at a minimum he'd need 1-2 developers for a few months to a year to do the upgrade, as well as a handful of artsy people of various sorts for graphic related things (not sure on time commitments there).  Its definitely not &amp;quot;cheap&amp;quot; by any means, but it is needed, or T7/T8 might be it for this game (which none of us want). --Dresdor&lt;br /&gt;
&lt;br /&gt;
I am horrified at the thought of no ATITD and am totally on board for a Kickstarter! I just think we need to know if we're talking $30K, $70K, or $100K. -- Eimear&lt;br /&gt;
&lt;br /&gt;
Without knowing the state of the code and art assets, I think we're talking somewhere in the 50-70k range.  If it were less than that, Pluribus probably would have funded it before things like the music changes and other aspects.  Given the financial status of the game and the number of current subscriptions (and considering many of them are probably telling-length subscriptions).  &lt;br /&gt;
&lt;br /&gt;
We would need Pluribus to make the call on estimating the work needed and figuring out costs (so we need to lure him over here).&lt;br /&gt;
&lt;br /&gt;
-- Dresdor&lt;br /&gt;
&lt;br /&gt;
===Pluribus's Stated Opinion on the difficulty of a Kickstarter===&lt;br /&gt;
In a Fireside chat (2016-03-14 00:13:52), Pluribus stated:&lt;br /&gt;
&lt;br /&gt;
Pluribus: A: A successful kickstarter requires more than just desire and clicking the &amp;quot;Start a Kickstarter&amp;quot; button. It requires a significant time and resource investment to develop the plan, make videos to attract donors, constant attention to providing feedback and changes as the campaign progresses. It ALSO requires a base of donors who are willing donate considerably above and beyond the average person who would play the game in order to properly fund it. Without EITHER the time and money investments to run the campaign or the donor base, then the campaign is a waste of time/resources. When I consider that fully 1/3 of the players who have quit and answered the exit poll have stated financial reasons for quiting, I am not convinced that there is good chance of funding an engine redevelopment.&lt;br /&gt;
&lt;br /&gt;
This page is in part to help alleviate the planning portion of the kickstarter, and show that there is a base of backers who would fund this idea.  &lt;br /&gt;
&lt;br /&gt;
===Community as a Resource===&lt;br /&gt;
One of the consistent benefits that ATITD has going for it is the large community.  This is a group of people who come together to help one another out and create each new telling.  For players of this game, many names are household (going to shout out [[User:Ariella|Ariella]] for helping me get started in T4) for players of the game.  Who hasn't had a strain of Tedra flax or vines?  Or an Ariella/Pascalito Lilly?  There are dozens of players who have skills useful for this game and who are more than willing to contribute their skills if it means Egypt continuing into the future.  Not to mention that we get passionate about this game, and that passion will drive others towards it.&lt;br /&gt;
&lt;br /&gt;
===Need for New Players===&lt;br /&gt;
This game is in need of new players and drawing back in existing or former players who are no longer subscribed.  Pluribus has said clearly that the financials for the game are not in a good condition (particularly if he and his family enjoy eating and living in a house).  This game should be more than capable of supporting itself if its playerbase is built up with enough left over for Pluribus &amp;amp; Family to live comfortably.&lt;br /&gt;
&lt;br /&gt;
===Existing Client and Game as a Deterrent===&lt;br /&gt;
I've read a number of reviews over the years (one published as recently as January) that bring to light some of the issues of new players.  The ones I've seen recently are:&lt;br /&gt;
* Game Client looks like it is from the early 2000's (because it is).&lt;br /&gt;
* Performance is terrible (caused by the old render engine running in a fixed pipeline vs fully programmable pipeline)&lt;br /&gt;
* New players are largely left to fend for themselves with no real direction.  The tests are guidelines, but honestly, very few players will attempt every test.  There's so much going on that new players are left lost, unless they are picked up by a guild.&lt;br /&gt;
* Solo-player aspects of the game are minimized (getting stone, sheep, etc is difficult as a solo player).  This is a community game, but it needs to still be fun if none of your friends are online (for example, I can certainly go have fun in WoW or SWTOR if none of my friends are online, even if I'd prefer playing with them). &lt;br /&gt;
* The game is a large collection of highly meta mini-games.  Its taken 7 tellings of experience to fully figure some things out (and some are still guesses).  This is off-putting for new players who don't want to have to check the wiki for every little thing.&lt;br /&gt;
&lt;br /&gt;
===Kickstarter As Advertising Tool===&lt;br /&gt;
At a minimum, running a kickstarter, successful or not, is a very cheap advertising tool.  There's a story for a lot of video game blogs, news sites, etc, that an old MMO is seeking crowdfunding.  Add in the fact that the existing game is available, and you'll see a surge of people logging in to see what the game is about.&lt;br /&gt;
&lt;br /&gt;
==The Proposal==&lt;br /&gt;
&lt;br /&gt;
===Kickstarter Goal===&lt;br /&gt;
Fund the rewriting of the Game Engine, recreation of lost models, recreation of lost art assets, and general game improvements to bring ATITD to a wider audience.  The overall goal being to bring ATITD into the modern era of MMORPGs, improve performance, and improve the overall stability, maintainability, and ease of improvement.  (note sure what of this should be stretch goals and what is the base.  Probably the rewrite of the game engine and render engine should be the base as it is really needed, but the rest seem to be in support of that goal).&lt;br /&gt;
&lt;br /&gt;
====Reward Ideas====&lt;br /&gt;
* Special Thanks/Special Mention (Low tier reward, probably $1-5)&lt;br /&gt;
* T-Shirts, Ballcaps, some other physical merchandise&lt;br /&gt;
* See if any active players can make things ATITD related and partner with them (good publicity for them as well as ATITD).&lt;br /&gt;
* Subscriptions?  Perhaps at a higher cost than what's in the store to support ATITD?  I don't like this idea very much but its an obvious one.  Maybe giftable subscription tokens that are good for the rest of the telling?  I'd avoid T8 subscription pre-sales as T8 is not guaranteed at this point nor do you want to spend subscription money on the rewrite.&lt;br /&gt;
* Loot Crate-esque subscription, either in game or IRL.  Monthly you receive a cache of goodies that are ATITD related (could tie in to donations from players who make real things).  Alternatively, you receive an in-game crate that has a random reward in it from a small list (including rarer items like new plant genomes). Maybe something like an [http://www.theindiebox.com/ IndieBox]?&lt;br /&gt;
&lt;br /&gt;
====Feedback on Reward Ideas:====&lt;br /&gt;
&lt;br /&gt;
Having organised a couple of Kickstarters, I cannot emphasize enough how much you want to '''avoid shipping physical goods'''. The overhead for *any* physical good is high, and the shipping is labour-intensive as well as spendy. It is also a ''nightmare'' to organize t-shirt sizes and genders. Baseball caps have their own issues. A monthly physical goods subscription box just takes this form of hell and multiplies it times 12. I would genuinely recommend doing one physical item, tied to the ATITD theme, and using it as a high reward level.&lt;br /&gt;
&lt;br /&gt;
In-game items also have an overhead but can be variations on existing tech that do not require manual intervention from the developers in-game. They would have to be tied to the registration system, but it could be done. Some ideas:&lt;br /&gt;
&lt;br /&gt;
* $10: A clothing pattern or outfit only for backers&lt;br /&gt;
* $25: A +1 stats boost on something (let's say speed) &lt;br /&gt;
* $50: An exclusive beetle colour/pattern &lt;br /&gt;
* $100: A game asset re-named for you, like an herb or a building or something&lt;br /&gt;
* $250: You get to name the horses at any CS (I would seriously pay for this...!)&lt;br /&gt;
* $500: See below. Make the physical reward available at this level. &lt;br /&gt;
* $1,000: I have not really thought through what you'd offer at these levels but you definitely want to offer them. Sure, a lot of people quit doe to the cost but you only need one player who isn't constrained by finances to make this reward happen.&lt;br /&gt;
&lt;br /&gt;
-- Eimear&lt;br /&gt;
&lt;br /&gt;
I agree that physical rewards are a PITA, and I'd prefer to keep things in-game (which is why most of my ideas are in that area).  The difficulty is that some people need/want a physical reward.  We could take this into an electronic area, and make it something that doesn't need to be physically shipped (issue being, why wouldn't someone just propagate it so only one ever needs to be given away)?  In-game only rewards are also a problem for anyone who wants to support the game, but doesn't want to play/doesn't have time to play.  &lt;br /&gt;
&lt;br /&gt;
Also I really appreciate your feedback and expertise, Eimear, as I do not have experience running a kickstarter and would not have considered the logistics of physical rewards :)&lt;br /&gt;
&lt;br /&gt;
--Dresdor&lt;br /&gt;
&lt;br /&gt;
The rewards listed above means nothing to someone who never heard of ATITD or never played it before. ATITD might be a game with great game mechanics, suffering from old graphics to you and me but for someone who finds out about it from this kickstarter it's just an old game in a desert. This person has no reason to invest in the game. Even if the potential it has was explained well enough, the game just isn't pretty enough for todays gaming community to desire to play it. Not to mention they are giving their money to Pluribus Games which is a company they never heard of before in an era where developers take early-access money and build houses. The key to a succesfull kickstarter (for gaming) is wow factor. Unless some work can be done on graphics to demo what the game can become (or at least a cinematic trailer) before the kickstarter, the number of interested people will be very low. I have to agree with Pluribus on the difficulty of a successful kickstarter for atitd.&lt;br /&gt;
&lt;br /&gt;
--Safa&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm sure if Pluribus was behind doing a kickstarter, and asked, members of the community could come together to help build a cinematic trailer, or some kind of examples of an art upgrade (though I agree there's a high barrier to exceed.  I'd just like it to be openly discussed and considered instead of the entire answer being akin to &amp;quot;its hard&amp;quot;).  ATITD is somewhat unique in the MMO realm, with the focus on cooperative gameplay and community building instead of combat.  A kickstarter video featuring that viewpoint, as well as things like interviews with long-time players and hitting other key points could be useful.&lt;br /&gt;
&lt;br /&gt;
I do agree that a kickstarter for an old looking game by a virtually unheard of company has a hurdle or ten to cross and its not going to be easy, but the very real alternative is the lights getting turned off as fewer and fewer players subscribe (and being pragmatic, the real reason there hasn't been more financial problems this telling is the number of telling-wide subscriptions that were sold).  I feel that if the telling were to end after 18 months, and T8 to start, the subscriber numbers would be lower overall.  So the decision for Pluribus becomes do something that is hard to set up the game and his company up for success in the future, or wait for the situation to get harder on its own.&lt;br /&gt;
&lt;br /&gt;
Now, actually getting the web store up and running might mitigate that somewhat, but that's another thing that's been long promised and hasn't been heard about lately.  I think one major challenge with a kickstarter in this environment is going to be effective communication.&lt;br /&gt;
&lt;br /&gt;
--Dresdor&lt;br /&gt;
&lt;br /&gt;
====In game rewards====&lt;br /&gt;
It should be possible to select these rewards for T7 or T8 (or potentially T9 if the rewrite will take a long time).&lt;br /&gt;
* Sheep&lt;br /&gt;
* Camels&lt;br /&gt;
* In game cosmetic items/clothes that are not generally available&lt;br /&gt;
* In game pets (cats, dogs, ponies)&lt;br /&gt;
* In game resources (e.g. crate of 10,000 flax or some other item.  Maybe rarer gems (Huge gems) or already cut gems of hard to make patterns  Make this purchasable multiple times as part of the campaign, as I think this would be a high demand item.  I'm not a fan of this or any in-game functional items being available in the store permanently)&lt;br /&gt;
* Custom Emotes or Titles&lt;br /&gt;
* Extra cornerstones (you can't even have enough)&lt;br /&gt;
* Special Buildings only available for the event (e.g. a digger that doesn't take petroleum that runs automatically, a crematorium that perfectly burns ash/lime without tending, a firepit that stokes itself, a greenhouse that generates flax at a specific rate instead of just grass).  Reuse of in-game art assets should be prioritized to reduce costs.&lt;br /&gt;
* In T8 have a region named after you/name a region (within limits).&lt;br /&gt;
* Camp Decoration (can be purchased multiple times, functionally equivalent to what's in the store, but maybe this one can add a few wood worth of trees or something).&lt;br /&gt;
* Pharaoh's Wine: a bottle of wine that can fulfill a requirement on a wine notebook (user's choice).  Unlike normal wine, this cannot be tasted, only used as a menu item.  This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Cuisine: A one-serving meal that gives a Gastonomy point.   This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Hashish: A one-dose herb that gives a fumeology point. This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Ancient Map: A map of ore locations in a small area.  This should have a cool in-game art asset and be placeable in a compound if not used.  Since mines don't break anymore, this might not be as useful in T7, but could be very useful in the beginning of T8.&lt;br /&gt;
* Pharaoh's Secret Oasis: This should be a very rare and expensive reward.  You are given the ability to work with a GM to drastically change the ecology of an area out in the desert.  You can add whatever resources you want there, even special ones (e.g. add water/dirt/clay/limestone/white sand, red sand, etc).  Downside is that it has to be far away from chariot stops, and has to conform to some decency standards (no spelling out bad words in limestone or anything)&lt;br /&gt;
* Pharaoh's Special Chariot: Reduces your TT consumption significantly (halved, quartered) when using various warps.  &lt;br /&gt;
* Pharaoh's Student: halves costs of learning skills&lt;br /&gt;
* Pharaoh's Garden: Limited Edition/Special flowers that can be crossbred as normal (perhaps colors that are hard to do.  A little superfluous with mutagenics being unlocked, but I'm sure there's people out there that want new flowers).&lt;br /&gt;
* Raeli Paintshop: Special building that allows you to combine paint colors and white raeli tiles to create colored tiles of that type.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=104805</id>
		<title>Kickstarter</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=104805"/>
		<updated>2016-06-08T15:14:51Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Kickstarter Proposal=&lt;br /&gt;
These are my rough thoughts on what a kickstarter to rewrite the game engine could look like.  Feedback/modification is appreciated&lt;br /&gt;
&lt;br /&gt;
==Need for a Kickstarter==&lt;br /&gt;
Currently, the game engine is heavily outdated (being in continually development by Teppy since inception of the game) and there are many key elements missing from the game's source files (damaged/lost models being one key example).  Funding is needed to bring ATITD into the modern era of graphics, improving performance, and making the overall platform stable and maintainable (which it currently is not).  Exact funding is to be determined by Pluribus, as he has insight into the financials of Pluribus Games.  &lt;br /&gt;
&lt;br /&gt;
====Feedback on Goals====&lt;br /&gt;
&lt;br /&gt;
I honestly think the community can't really contribute here unless the goal amount is done, even a back of the envelope. Like, are we talking about adding another full-time dev for a year, plus a part-time artist for a year? -- Eimear&lt;br /&gt;
&lt;br /&gt;
With the information I've gathered, from a single email response and what's in the Fireside chats and ENN, the rewrite would be pretty extensive and require significant developer time.  It sounds like either a conversion from the existing Egenesis rendering engine to either a new rendering engine, or to use an existing 3rd party (which would probably be faster but carries its own issues).  We'd need Pluribus's input on what is needed there, as he has the code.  It's certain that artists of some sort (not my specialty, but modelers for certain) are needed to replace the lost files.  I imagine at a minimum he'd need 1-2 developers for a few months to a year to do the upgrade, as well as a handful of artsy people of various sorts for graphic related things (not sure on time commitments there).  Its definitely not &amp;quot;cheap&amp;quot; by any means, but it is needed, or T7/T8 might be it for this game (which none of us want). --Dresdor&lt;br /&gt;
&lt;br /&gt;
I am horrified at the thought of no ATITD and am totally on board for a Kickstarter! I just think we need to know if we're talking $30K, $70K, or $100K. -- Eimear&lt;br /&gt;
&lt;br /&gt;
Without knowing the state of the code and art assets, I think we're talking somewhere in the 50-70k range.  If it were less than that, Pluribus probably would have funded it before things like the music changes and other aspects.  Given the financial status of the game and the number of current subscriptions (and considering many of them are probably telling-length subscriptions).  &lt;br /&gt;
&lt;br /&gt;
We would need Pluribus to make the call on estimating the work needed and figuring out costs (so we need to lure him over here).&lt;br /&gt;
&lt;br /&gt;
-- Dresdor&lt;br /&gt;
&lt;br /&gt;
===Pluribus's Stated Opinion on the difficulty of a Kickstarter===&lt;br /&gt;
In a Fireside chat (2016-03-14 00:13:52), Pluribus stated:&lt;br /&gt;
&lt;br /&gt;
Pluribus: A: A successful kickstarter requires more than just desire and clicking the &amp;quot;Start a Kickstarter&amp;quot; button. It requires a significant time and resource investment to develop the plan, make videos to attract donors, constant attention to providing feedback and changes as the campaign progresses. It ALSO requires a base of donors who are willing donate considerably above and beyond the average person who would play the game in order to properly fund it. Without EITHER the time and money investments to run the campaign or the donor base, then the campaign is a waste of time/resources. When I consider that fully 1/3 of the players who have quit and answered the exit poll have stated financial reasons for quiting, I am not convinced that there is good chance of funding an engine redevelopment.&lt;br /&gt;
&lt;br /&gt;
This page is in part to help alleviate the planning portion of the kickstarter, and show that there is a base of backers who would fund this idea.  &lt;br /&gt;
&lt;br /&gt;
===Community as a Resource===&lt;br /&gt;
One of the consistent benefits that ATITD has going for it is the large community.  This is a group of people who come together to help one another out and create each new telling.  For players of this game, many names are household (going to shout out [[User:Ariella|Ariella]] for helping me get started in T4) for players of the game.  Who hasn't had a strain of Tedra flax or vines?  Or an Ariella/Pascalito Lilly?  There are dozens of players who have skills useful for this game and who are more than willing to contribute their skills if it means Egypt continuing into the future.  Not to mention that we get passionate about this game, and that passion will drive others towards it.&lt;br /&gt;
&lt;br /&gt;
===Need for New Players===&lt;br /&gt;
This game is in need of new players and drawing back in existing or former players who are no longer subscribed.  Pluribus has said clearly that the financials for the game are not in a good condition (particularly if he and his family enjoy eating and living in a house).  This game should be more than capable of supporting itself if its playerbase is built up with enough left over for Pluribus &amp;amp; Family to live comfortably.&lt;br /&gt;
&lt;br /&gt;
===Existing Client and Game as a Deterrent===&lt;br /&gt;
I've read a number of reviews over the years (one published as recently as January) that bring to light some of the issues of new players.  The ones I've seen recently are:&lt;br /&gt;
* Game Client looks like it is from the early 2000's (because it is).&lt;br /&gt;
* Performance is terrible (caused by the old render engine running in a fixed pipeline vs fully programmable pipeline)&lt;br /&gt;
* New players are largely left to fend for themselves with no real direction.  The tests are guidelines, but honestly, very few players will attempt every test.  There's so much going on that new players are left lost, unless they are picked up by a guild.&lt;br /&gt;
* Solo-player aspects of the game are minimized (getting stone, sheep, etc is difficult as a solo player).  This is a community game, but it needs to still be fun if none of your friends are online (for example, I can certainly go have fun in WoW or SWTOR if none of my friends are online, even if I'd prefer playing with them). &lt;br /&gt;
* The game is a large collection of highly meta mini-games.  Its taken 7 tellings of experience to fully figure some things out (and some are still guesses).  This is off-putting for new players who don't want to have to check the wiki for every little thing.&lt;br /&gt;
&lt;br /&gt;
===Kickstarter As Advertising Tool===&lt;br /&gt;
At a minimum, running a kickstarter, successful or not, is a very cheap advertising tool.  There's a story for a lot of video game blogs, news sites, etc, that an old MMO is seeking crowdfunding.  Add in the fact that the existing game is available, and you'll see a surge of people logging in to see what the game is about.&lt;br /&gt;
&lt;br /&gt;
==The Proposal==&lt;br /&gt;
&lt;br /&gt;
===Kickstarter Goal===&lt;br /&gt;
Fund the rewriting of the Game Engine, recreation of lost models, recreation of lost art assets, and general game improvements to bring ATITD to a wider audience.  The overall goal being to bring ATITD into the modern era of MMORPGs, improve performance, and improve the overall stability, maintainability, and ease of improvement.  (note sure what of this should be stretch goals and what is the base.  Probably the rewrite of the game engine and render engine should be the base as it is really needed, but the rest seem to be in support of that goal).&lt;br /&gt;
&lt;br /&gt;
====Reward Ideas====&lt;br /&gt;
* Special Thanks/Special Mention (Low tier reward, probably $1-5)&lt;br /&gt;
* T-Shirts, Ballcaps, some other physical merchandise&lt;br /&gt;
* See if any active players can make things ATITD related and partner with them (good publicity for them as well as ATITD).&lt;br /&gt;
* Subscriptions?  Perhaps at a higher cost than what's in the store to support ATITD?  I don't like this idea very much but its an obvious one.  Maybe giftable subscription tokens that are good for the rest of the telling?  I'd avoid T8 subscription pre-sales as T8 is not guaranteed at this point nor do you want to spend subscription money on the rewrite.&lt;br /&gt;
* Loot Crate-esque subscription, either in game or IRL.  Monthly you receive a cache of goodies that are ATITD related (could tie in to donations from players who make real things).  Alternatively, you receive an in-game crate that has a random reward in it from a small list (including rarer items like new plant genomes). Maybe something like an [http://www.theindiebox.com/ IndieBox]?&lt;br /&gt;
&lt;br /&gt;
====Feedback on Reward Ideas:====&lt;br /&gt;
&lt;br /&gt;
Having organised a couple of Kickstarters, I cannot emphasize enough how much you want to '''avoid shipping physical goods'''. The overhead for *any* physical good is high, and the shipping is labour-intensive as well as spendy. It is also a ''nightmare'' to organize t-shirt sizes and genders. Baseball caps have their own issues. A monthly physical goods subscription box just takes this form of hell and multiplies it times 12. I would genuinely recommend doing one physical item, tied to the ATITD theme, and using it as a high reward level.&lt;br /&gt;
&lt;br /&gt;
In-game items also have an overhead but can be variations on existing tech that do not require manual intervention from the developers in-game. They would have to be tied to the registration system, but it could be done. Some ideas:&lt;br /&gt;
&lt;br /&gt;
* $10: A clothing pattern or outfit only for backers&lt;br /&gt;
* $25: A +1 stats boost on something (let's say speed) &lt;br /&gt;
* $50: An exclusive beetle colour/pattern &lt;br /&gt;
* $100: A game asset re-named for you, like an herb or a building or something&lt;br /&gt;
* $250: You get to name the horses at any CS (I would seriously pay for this...!)&lt;br /&gt;
* $500: See below. Make the physical reward available at this level. &lt;br /&gt;
* $1,000: I have not really thought through what you'd offer at these levels but you definitely want to offer them. Sure, a lot of people quit doe to the cost but you only need one player who isn't constrained by finances to make this reward happen.&lt;br /&gt;
&lt;br /&gt;
-- Eimear&lt;br /&gt;
&lt;br /&gt;
I agree that physical rewards are a PITA, and I'd prefer to keep things in-game (which is why most of my ideas are in that area).  The difficulty is that some people need/want a physical reward.  We could take this into an electronic area, and make it something that doesn't need to be physically shipped (issue being, why wouldn't someone just propagate it so only one ever needs to be given away)?  In-game only rewards are also a problem for anyone who wants to support the game, but doesn't want to play/doesn't have time to play.  &lt;br /&gt;
&lt;br /&gt;
Also I really appreciate your feedback and expertise, Eimear, as I do not have experience running a kickstarter and would not have considered the logistics of physical rewards :)&lt;br /&gt;
&lt;br /&gt;
--Dresdor&lt;br /&gt;
&lt;br /&gt;
The rewards listed above means nothing to someone who never heard of ATITD or never played it before. ATITD might be a game with great game mechanics, suffering from old graphics to you and me but for someone who finds out about it from this kickstarter it's just an old game in a desert. This person has no reason to invest in the game. Even if the potential it has was explained well enough, the game just isn't pretty enough for todays gaming community to desire to play it. Not to mention they are giving their money to Pluribus Games which is a company they never heard of before in an era where developers take early-access money and build houses. The key to a succesfull kickstarter (for gaming) is wow factor. Unless some work can be done on graphics to demo what the game can become (or at least a cinematic trailer) before the kickstarter, the number of interested people will be very low. I have to agree with Pluribus on the difficulty of a successful kickstarter for atitd.&lt;br /&gt;
&lt;br /&gt;
--Safa&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm sure if Pluribus was behind doing a kickstarter, and asked, members of the community could come together to help build a cinematic trailer, or some kind of examples of an art upgrade (though I agree there's a high barrier to exceed.  I'd just like it to be openly discussed and considered instead of the entire answer being akin to &amp;quot;its hard&amp;quot;).  ATITD is somewhat unique in the MMO realm, with the focus on cooperative gameplay and community building instead of combat.  A kickstarter video featuring that viewpoint, as well as things like interviews with long-time players and hitting other key points could be useful.&lt;br /&gt;
&lt;br /&gt;
I do agree that a kickstarter for an old looking game by a virtually unheard of company has a hurdle or ten to cross and its not going to be easy, but the very real alternative is the lights getting turned off as fewer and fewer players subscribe (and being pragmatic, the real reason there hasn't been more financial problems this telling is the number of telling-wide subscriptions that were sold).  I feel that if the telling were to end after 18 months, and T8 to start, the subscriber numbers would be lower overall.  So the decision for Pluribus becomes do something that is hard to set up the game and his company up for success in the future, or wait for the situation to get harder on its own.&lt;br /&gt;
&lt;br /&gt;
--Dresdor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====In game rewards====&lt;br /&gt;
It should be possible to select these rewards for T7 or T8 (or potentially T9 if the rewrite will take a long time).&lt;br /&gt;
* Sheep&lt;br /&gt;
* Camels&lt;br /&gt;
* In game cosmetic items/clothes that are not generally available&lt;br /&gt;
* In game pets (cats, dogs, ponies)&lt;br /&gt;
* In game resources (e.g. crate of 10,000 flax or some other item.  Maybe rarer gems (Huge gems) or already cut gems of hard to make patterns  Make this purchasable multiple times as part of the campaign, as I think this would be a high demand item.  I'm not a fan of this or any in-game functional items being available in the store permanently)&lt;br /&gt;
* Custom Emotes or Titles&lt;br /&gt;
* Extra cornerstones (you can't even have enough)&lt;br /&gt;
* Special Buildings only available for the event (e.g. a digger that doesn't take petroleum that runs automatically, a crematorium that perfectly burns ash/lime without tending, a firepit that stokes itself, a greenhouse that generates flax at a specific rate instead of just grass).  Reuse of in-game art assets should be prioritized to reduce costs.&lt;br /&gt;
* In T8 have a region named after you/name a region (within limits).&lt;br /&gt;
* Camp Decoration (can be purchased multiple times, functionally equivalent to what's in the store, but maybe this one can add a few wood worth of trees or something).&lt;br /&gt;
* Pharaoh's Wine: a bottle of wine that can fulfill a requirement on a wine notebook (user's choice).  Unlike normal wine, this cannot be tasted, only used as a menu item.  This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Cuisine: A one-serving meal that gives a Gastonomy point.   This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Hashish: A one-dose herb that gives a fumeology point. This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Ancient Map: A map of ore locations in a small area.  This should have a cool in-game art asset and be placeable in a compound if not used.  Since mines don't break anymore, this might not be as useful in T7, but could be very useful in the beginning of T8.&lt;br /&gt;
* Pharaoh's Secret Oasis: This should be a very rare and expensive reward.  You are given the ability to work with a GM to drastically change the ecology of an area out in the desert.  You can add whatever resources you want there, even special ones (e.g. add water/dirt/clay/limestone/white sand, red sand, etc).  Downside is that it has to be far away from chariot stops, and has to conform to some decency standards (no spelling out bad words in limestone or anything)&lt;br /&gt;
* Pharaoh's Special Chariot: Reduces your TT consumption significantly (halved, quartered) when using various warps.  &lt;br /&gt;
* Pharaoh's Student: halves costs of learning skills&lt;br /&gt;
* Pharaoh's Garden: Limited Edition/Special flowers that can be crossbred as normal (perhaps colors that are hard to do.  A little superfluous with mutagenics being unlocked, but I'm sure there's people out there that want new flowers).&lt;br /&gt;
* Raeli Paintshop: Special building that allows you to combine paint colors and white raeli tiles to create colored tiles of that type.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor&amp;diff=104694</id>
		<title>User:Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor&amp;diff=104694"/>
		<updated>2016-06-07T19:58:43Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Lurking and providing ideas in the wiki&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor&amp;diff=104693</id>
		<title>User:Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor&amp;diff=104693"/>
		<updated>2016-06-07T19:58:35Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Lurking and providing ideas in the wiki*&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User_talk:Dresdor&amp;diff=104691</id>
		<title>User talk:Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User_talk:Dresdor&amp;diff=104691"/>
		<updated>2016-06-07T19:58:05Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: Created page with &amp;quot;My free time ran out on this character, so I do have the ability to check it.  If you leave a message here, I will peek in occasionally.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My free time ran out on this character, so I do have the ability to check it.  If you leave a message here, I will peek in occasionally.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104666</id>
		<title>FiresideChat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104666"/>
		<updated>2016-06-07T17:28:39Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Test Rebalance For Solo Play Or Consistency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fireside Chat Ideas =&lt;br /&gt;
I am looking to improve some of the aspects of communicating things to the players.  Several people have suggested the idea of a weekly fireside chat around when I run test passings.  I have created a new Microphone Channel called Fireside for the this purpose.  I will accept suggestions here for topics for each week.  I would like to keep the discussion on topic as much as possible with as many questions submitted here before the event.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Why do you want the questions up front and not during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Because historically the ENN chats have started well but got worse the longer they go on.  If I get the questions up front, I can think about the answers and not do quick off the cuff answers that tend to upset someone or another.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Can I have a unicorn?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' No, stop asking.  It was funny the first 200 times, but now you are more likely to get a snarky answer that causes someone to point out that Pluribus is a meany and he shouldn't talk to the players that way.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I submit idea for topics and or Questions that I would like answered.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Add them to the sections below. (+1 any question that you are interested in that was previously posted)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How long will these chats last and is there any chance of taking questions during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' I am shooting to make them about 30 minutes long.  Questions submitted during the event may be answered at my discretion.  Posts that are off topic or meant to just be inflammatory will just be deleted rather than posted.  (Yes it is censorship, deal with it)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I see the discussion as it is happening?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' During the event, just /join Fireside and the microphone channel will be added.  If you can't be in game, it will be logged with the other microphone channels.&lt;br /&gt;
&lt;br /&gt;
== Topic Ideas ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
&lt;br /&gt;
== Questions Per Topic ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
* Would you consider adding vanity titles for passing &amp;gt;7 tests in a discipline (&amp;quot;Pharaoh's Idiot&amp;quot;)? It would encourage some of us to keep playing. -Istwan&lt;br /&gt;
* If the barrier to doing a kickstarter is the time required on your end, why not source ideas from the community and get community involvement in running the campaign?  I've started throwing together some ideas [[Kickstarter|here]] -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* How large of a team is currently working on ATITD?  What sort of things are you needing help with that the community might be able to step in and assist?  We all love this game and want to see it flourish. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What is the biggest challenge you are seeing in attracting new players to the game? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What percentage of active subscriptions are the full-telling subscription purchases? - [[User:Dresdor|Dresdor]]&lt;br /&gt;
* (Nerdy Questions)How are you tracking various work items/doing project management for this (and the other) games?  What system (if any) are you using as a code repository? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* Why can't fertilizer be used to fertilize soil? - Lisanna&lt;br /&gt;
&lt;br /&gt;
=== Existing Test Improvements and Changes ===&lt;br /&gt;
* Some test have rewards, while others do not. Is there any chance to add some reward to every test, even just a small one. - Balthazarr&lt;br /&gt;
** Architecture - Since each passed test allows an addition 14 cells to a compound, this discipline is pretty much covered. Plus the various houses that you can build after passing tests, and Monuments Towers, too.&lt;br /&gt;
** Art - Since each passed test gives an improved Artistic Touch for Blacksmithing, this discipline is pretty much covered.&lt;br /&gt;
** Body - All but Banquet give a stat boost, maybe a Perception boost could be the reward for Banquet. &lt;br /&gt;
** Harmony - Gives no rewards for anything, other than the Offering Vault becoming an oversized warehouse. This is probably do to Harmony being a late addition to the game.&lt;br /&gt;
** Leadership - Gives rewards for 3 tests Hegemon, Demipharaoh &amp;amp; Mentorship. What about some reward for the others?&lt;br /&gt;
** Thought - Gives no rewards for anything. I can think of no reason why this original discipline was left out in the cold.&lt;br /&gt;
*** Maybe something like Artistic Touch for Glassblowing or some sort of boost of that sort. - Balthazarr&lt;br /&gt;
** Worship - Since each passed test increases the yield by 10 barley, this discipline is pretty much covered. Plus a few tests have an extra benefit given to the passers.&lt;br /&gt;
* Bedouin is the only test where the player is ignorant about how near is the goal when it was not reached. In all the others it is known. That could be fixed saying each day in system the 3 (or 4) top scores: the 2 that advanced and one or two more. - Sabuli&lt;br /&gt;
&lt;br /&gt;
=== Test Rebalance For Solo Play Or Consistency ===&lt;br /&gt;
The goal for the game has never been for one player to complete all tests (though this has happened) but there seems to be no consistency in terms of difficulty for a test.  The following rebalance ideas are offered for consideration (offered by [[User:Dresdor|Dresdor]] in the hope of game balance and improvement):&lt;br /&gt;
====Architecture====&lt;br /&gt;
* Principles - Architecture principles is a little time consuming at newbie tech levels (takes a couple hours to grind out all the materials, especially if you don't get things like improved brick racks, hackling rakes, and carpentry shops built in your compound before expanding it).  Improvements recommended here would be to make the expansion smaller, and maybe include building some of the simpler compound buildings.&lt;br /&gt;
* Test of The Obelisk- Instead of making this &amp;quot;tallest wins when held for x time&amp;quot; make it point based like other tests.  If you have the tallest of this type of Obelisk, and are holding power, you earn x points per day.  You earn proportionally less based on how much smaller your obelisk is (exact formula is left to the designer).  In theory, even if you've never had the largest obelisk, you still earn points.  Multiply points by a factor for the type of obelisk (e.g. 1 for desert, 2 for metallic, 3 for cut stone, etc).  The goal is to improve the test for everyone and make things like queues redundant.&lt;br /&gt;
* Throne of the Pharoah- Making this more solo-friendly would be to allow anyone to attach a decoration to the throne.  When done by someone not in that throne's group, the throne group gets a half the normal points, and the soloer gets half the normal points.  Alternatively make it on a timer so that for the first X hours only group members can do this.  Similar to the recommendation for obelisk, make passing based on points instead of best throne wins a pass (or add a secondary pass based on points for those not in a throne group).  &lt;br /&gt;
* Test of Towers has a good balance and is soloable.  No changes recommended at this time.&lt;br /&gt;
* Test of the People's Pyramid - Pyramids take a lot of manpower for one person to get a pass.  Pyramids also provide some small bonuses to Egypt as a whole, so there's no real risk of them not getting built eventually without this test.  My thought is this test should be removed, or its mechanic replaced by some kind of points system for helping build a pyramid (or like other tests, maybe earn points by blessing a pyramid in some way, and whoever has the most points on a given day gets a pass on the test).&lt;br /&gt;
* Test of the Megalopolis - I like the flavor of this test, but I envision this as an ever-growing site.  Restict Megalopoli to one per region.  A Megalopoli is completed when the central building is built, but can be added on to by any player.  Megalopoli can expand indefinitely, and grant benefits to the region they are built in, but a player can only ever add one building to a Megalopolis.  Region Megalopoli should compete with each other, and you earn 1 point per building in your megalopolis per day (from the time you add yours).  The x people with the most points every week pass the test.&lt;br /&gt;
* Test of the Funerary Temple - This test is mostly ok.  I'm not a fan of the overall demand of Raeli tiles in the game, so I'd recommend being able to add other &amp;quot;decorations&amp;quot; to the temple in a similar manner (fish scales might be fun, used in the same way as tiles, as would paint, but worth fewer points).&lt;br /&gt;
* Test of Life - This test works very well the way it is (once the grow attempts vs actual grown counting bug is fixed next telling).  It is possible to &amp;quot;split off&amp;quot; an existing aquaduct and make your own branch (even for one tower and bulk grow your own veggies).  While you can't strictly solo this, you can do a decent job of passing without being involved in the big groups.&lt;br /&gt;
* Test of Seven Phoenix - I don't have much of a comment on this test.  Its ok as is.  It requires group participation to reasonably pass.  Maybe reduce points needed based on activity levels?&lt;br /&gt;
* Test of Octec's Ghost - This is an ok test, but I really don't like it for Architecture.  It doesn't have the right feel for it.  This is more of a Harmony test.&lt;br /&gt;
&lt;br /&gt;
====Art and Music====&lt;br /&gt;
In general, these tests are voting based, and so we have large &amp;quot;galleries&amp;quot; of art near CS.  Failure to put your art there tends to mean you will not pass as quickly as those that do.&lt;br /&gt;
* Principle: This really should be a test on its own, as sculptures are usually very well done.&lt;br /&gt;
* Test of Khefre's Children: Reduce the number of judges needed to a function of how many active players there are (with some minimum).  This way we can actually get passes even if there are few people playing.&lt;br /&gt;
* Test of the Raeli Mosaic - More Raeli requirements.  I'm not a fan of the high amounts of Raeli tiles that get used in ATITD in general, and they cause some stiff competition for Raeli spots.  I like the test otherwise.&lt;br /&gt;
* Test of Pyrotechnics - I think the passing requirements should be a little different, maybe point based with whoever has the most points over a certain threshold passing.  Additionally, you should be able to program the fireworks so you don't have to be there to set them off.  Maybe set them off every egypt night for a week, and anyone nearby can quickly register before they start and vote.&lt;br /&gt;
* Test of the Formal Garden - Quills only being sourced from Ibis is an issue I think in resource requirements.  Otherwise I love this test.  One thing I would &amp;quot;add&amp;quot; to it is a mechanic to &amp;quot;Tour Local Gardens&amp;quot; to be transported to various non-passed gardens from any other garden.  Treat this like the Welcome Island transport where your inventory is locked and you only are there for a short period before going to the next one (being prompted to vote first).  The mechanic needs to be coded properly so there's no ability to abuse the free teleport.&lt;br /&gt;
* Test of Flight - There's no reason to have Raeli Tiles be a requirement here (can nothing else &amp;quot;protect the mechanism?&amp;quot;.  I like this test, as it has a great visual image.  One issue I see is setting them up in a place that will get enough traffic for votes, but also enough clear space for a good show.&lt;br /&gt;
* Test of the Prismatic Opticon - Lots of cut gem requirements (which I've never been any good at, but shouldn't be an issue as there are many people who are).  No real comment here, except the need to place them in high traffic areas.&lt;br /&gt;
* Test of the Windsong - The usual &amp;quot;people with hearing issues/can't use sound have a disadvantage here&amp;quot; comment.  Otherwise, this is a good test.  TBH, the only really Music test of the Arts and Music discipline.&lt;br /&gt;
* Test of the Dancing Waters - Runs into the same problem as other tests here: you need it in an accessible, frequented area to get enough votes to pass.  Also needs to be in an area where it won't kill the FPS of everyone that comes by.  This is a cool test.&lt;br /&gt;
&lt;br /&gt;
====Body====&lt;br /&gt;
In general, I'm not a fan of permanent attribute changes being tied to tests.  They should be gained by other means.&lt;br /&gt;
* Principle: This is almost too easy of a principle, and only demonstrates that Body tests involve running around everywhere.&lt;br /&gt;
* Test of the Acrobat: This is a decent test for Body.  I'm not sure there should be any changes here, except maybe better communication that there's no chance you will learn anything from someone.&lt;br /&gt;
* Test of the Archaeologist: Arch. Sites seem to only spawn where people have been, and there's no way to &amp;quot;force&amp;quot; them to occur.  This is really less about archaeology and just a treasure hunt.  Maybe have some change to the test so you have to perform some action to find arch. sites?&lt;br /&gt;
* Test of the Bedouin: I like this test.  You can run around all of egypt if you want to pass quickly or just make sure your nearest 3 altars are annointed by you every now and then for a slower pass.  However, you need to be able to see your cumulative score.  Maybe even see how many altars are currently annointed by you.&lt;br /&gt;
* Test of the Singing Cicada: This test actively penalizes players who cannot play with sound enabled or have hearing issues.  It is the only source of permanent speed, and is set up in such a way that ensures players will keep &amp;quot;playing&amp;quot; the test for a long time to get 14 speed.  Add in things like placing cages where they are only accessible by airship, needing to find 4-7 cages to even set up you own, and it is difficult to get started.  Perhaps add in an option to &amp;quot;buy&amp;quot; a cage from U. Body once a week/month for some non-inconsequential cost.  This would allow players who don't have luck finding cages a chance to still earn points.&lt;br /&gt;
* Test of the Darkest Night: As someone who hates shrooming, I'm not a fan of this test in general.  However, one change I would recommend is having the ability to &amp;quot;refresh&amp;quot; one of the mushroom requirements (changes to a new, random shroom, but you lose any progress you made on the previous one), or having any completed requirements get replaced by a new shroom, with the test passing once you complete 35 mushrooms (by eating 7 of each from the ground).  Every 5 shrooms you complete you get 1 endurance.&lt;br /&gt;
* Test of the Safari: I'm not a fan of scavenger hunts, but this test is ok as it is.  Only complaint is, like the other Body tests, this restricts strength which is a key stat (because its tied to default carry ability).  There's a huge difference between being able to carry 500 weight and 1000 weight.  I would personally make it so that you can get any combination of 28 animals (maybe with a limit of 7 each instead of 4) so that if you have a particular kind you hate hunting (Otters always laughing at me) you don't *have* to do it to pass.&lt;br /&gt;
* Test of the Oyster Catcher : Issue here is that there's programs to perfectly &amp;quot;solve&amp;quot; the oyster beds.  This makes half the test trivial.  The other part, figuring out how to build your necklace, is the fun part.  Like every other body test, I'm not a fan of tying an attribute buff to completion of the test.&lt;br /&gt;
* Test of the Ritual Tattoo: This test is cool in concept.  It can be very time consuming to find the right herb if it is rare.&lt;br /&gt;
* Test of the Banquet: I like this test a lot, but I feel like the previous tellings of it make it a very easy test (unless you get some ludicrous requirement, but since you can get a menu from each university until you find one you like....).  &lt;br /&gt;
&lt;br /&gt;
====Harmony====&lt;br /&gt;
Harmony in general is not a favored discipline of mine.  Its a lot of random predictions, and greatly benefits those who have been playing the game for some time (in most cases).  There's so much more that could be done with a set of tests than this.&lt;br /&gt;
* Principle: This principle seems highly divorced from the reality of the tests in this discipline.  Meeting people is not the same as predicting what other people will do (which is what most of the other tests are about).  Also, like the leadership principle, its pretty much chatting into a region/microphone/etc to get to meet everyone on your list.  This list is easier a couple weeks into the telling than any other time, as there are more people around with more of the requirements (beginning of the tale you might not find an initiate of six or more for a day or two, but unlikely).  &lt;br /&gt;
* Test of Chains - For the &amp;quot;first&amp;quot; Harmony test, this is different than the others, in that your predictions must be immediately relevant or &amp;quot;break&amp;quot; your chain.  I'm not a fan of this test, as it requires you to be consistently accurate.  The good news is that this is a *really* easy test to pass as its highest scores without a 8+ way tie.  Easiest way is to get married and pick yourself, then level.&lt;br /&gt;
* Test of the Freeman - This test is slow, but I like the principle of it.  However, I think there should be a wider spread on points (make it within 20-30% instead of 10%) to make it more interesting and reduce ties.&lt;br /&gt;
* Test of Marriage - This should not be a test.  Imagine a test that requires you to give someone your login to your account, and full access to all your stuff.  Marriage is a wonderful mechanic, but should not be the basis for a test.  Better would be something like Test of the Guild Master or something that provided challenges that could only be accomplished by a group of people, or test passes by people in your guild (since you can be in infinite numbers of guilds that would be hard to balance mechanically).&lt;br /&gt;
* Test of the Prophet - This is an ok Harmony test.  &lt;br /&gt;
* Test of Souls - There's too much overlap with Test of Chains.  These two tests are far too similar for them to be separate tests.&lt;br /&gt;
* Test of the Critic - This is a good Harmony test.  This should remain unchanged.&lt;br /&gt;
* Test of Balance of Goods - This is an odd Harmony test.  I like the test, as anyone can do it, it doesn't require rare materials (but they help), but I don't feel it fits in Harmony, as you are trying to outsmart other players.&lt;br /&gt;
* Test of Reason - This is far too similar to Test of the Critic for my tastes to be a separate test.  I get that they cover two very separate areas (artistic taste and thought skill), but it seems like a lot of test coverage for the same mechanic.&lt;br /&gt;
* Test of Promotion - Too similar to Test of the Prophet for my liking.  It's pretty much the same test with scoring based on their rank rather than number of tests passed.&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
* Principle: This is an annoyance when server populations are low or mid-telling.  Maybe have the number needed fluctuate based on number of online players or number of players active in the last X days.&lt;br /&gt;
* Test of the Demi-Pharoah: No....this should not be a test.  DP is a big responsibility and has a lot of power with the potential to ban players.  This should not be the goal of a test, and should only be pursued for altruistic reasons (wanting to help the community).  Ideally, Egypt would keep people out of the DP position if they did not have Egypt's best intentions at heart, but people can be fooled.&lt;br /&gt;
* Test of the Kingmaker: This is more of a Harmony test than a leadership one.  I'm not a huge fan of it in general, especially since DP elections are scheduled and somewhat rarer than a test should require.&lt;br /&gt;
* Test of Mentorship: Another one that really shouldn't be a test.  There are rewards for mentoring new players that can be redeemed.  That should be enough.&lt;br /&gt;
* Test of the Retired Pirates: This is more of a Thought test than a leadership one.  &lt;br /&gt;
* Test of the Covered Cartouche: This is more of an Arch test than a leadership one.&lt;br /&gt;
* Test of the Beaurocrat: This is a real leadership test, but people being able to overthrow the whole structure is a little off to me.  Maybe require votes or only be able to overthrow those directly above you instead of upsetting the whole beaurocracy.  &lt;br /&gt;
* Test of the Hegemon: Not sure what format this will take this telling.  I'll reserve comment til then.&lt;br /&gt;
* Test of the Plantation: I'm not sure how I feel about this test.  It seems like a good test, but I'm not sure how leadershippy it is.&lt;br /&gt;
* Test of the Coalition: ????&lt;br /&gt;
&lt;br /&gt;
====Thought====&lt;br /&gt;
In general, Thought needs some UI improvements.  The various puzzles need an option to pop up a menu or HUD to do the tasks, as well as a better way of finding &amp;quot;recently passed&amp;quot; items for principles than using the Wiki.   Like Art and Music, there's the issue that unless your puzzle is near a CS, you probably won't get as many votes.  Finally, the fact that only those that solve your puzzles get to vote implies that there's incentive to make the puzzles relatively easy, instead of the devilishly hard puzzles this discipline should represent.&lt;br /&gt;
* Principle: I hate this principle.  Either make a Set's ladder not require a Pyramid of the People, or change the goal to another kind of puzzle.  Guess what....not a whole lot of Set's Ladders have passed in the last 60 days, so....how do I get past principles?  There's a reason in every previous telling this was a simple to build puzzle (empty hand before they became the size of a warehouse for some reason) and not something expensive.&lt;br /&gt;
* Test of the Pathmaker: I like pathmakers.  They are cool tests.  They need a UI desperately.&lt;br /&gt;
* Test of the Venery: Well made veneries are very nice, but I think there should be a distance requirement.  E.g. everything has to be in x coords of the venery (or at least show on the venery how far away the furthest item is from the venery start point).  &lt;br /&gt;
* Test of the Bijou: ugh....gemcutting.  These are largely cool, but I really don't like gemcutting.  Test is good as is.&lt;br /&gt;
* Test of the Constellation: This desperately needs a UI.&lt;br /&gt;
* Test of the Tomb of the Immortal: This needs a UI to make it easier to play.  &lt;br /&gt;
* Test of the Empty Hand: This is stupidly expensive to build a decent puzzle.  This should also be renamed the Empty Warehouse or something because you cannot reasonably fit those blocks in your hand.&lt;br /&gt;
* Hexaglyphs: I don't have experience with these, but I bet they need a new UI.&lt;br /&gt;
* Test of the Pulse of the People: This is a Harmony test, not a Thought test.  Also, there's no reason you should need a token to play.&lt;br /&gt;
* Riddle of the Sphinx: There are a lot of technical problems with this test.  Making it multiple choice would solve a lot of issues (based off T4 data).&lt;br /&gt;
&lt;br /&gt;
====Worship====&lt;br /&gt;
* Principle: I am not a fan of this principle.  It has the potential for a lot of flavor, but falls flat.  This is always the last principle I complete, as its boring and only takes a few minutes if you work with the right guild.&lt;br /&gt;
* Test of the Vigil: I love this test.  It has great flavor, but I think the rarity of the objects being sacrificed should be taken into consideration more than the total number of sacrifices (maybe averaged out so a particular sacrifice doesn't matter so much as overall, but enough to encourage rarer materials being sacrificed early).  There should also be some way of soloing it a little, even if it would be easier to do it as a group.&lt;br /&gt;
* Path of the Pilgrim: I think you should earn points for this by operating shrines, as well as progressing as a pilgrim.  Sacrifices to the shrines should also disappear from the game instead of being retrievable, and certain items should not be sacrificed (e.g. sand, mud, dirt, clinker, etc).&lt;br /&gt;
* Test of Festivals: I've not experience this test in practice, so I don't have a lot to comment on it.  It seems interesting, though complicated.&lt;br /&gt;
* Test of the Messenger: This is too easy for all of egypt to do.  Maybe have a restriction that the first x to do the ritual pass, and not require 7 passes.&lt;br /&gt;
* Test of the Astrological Alignment: A test that entirely relies on random chance.  Shouldn't this be a Harmony test given its nature?  I don't care for this test as its heavily reliant on a high enough server population to find a group of 4 others that are all aligned with you.&lt;br /&gt;
* Test of Beacons: I don't like the restrictions on this, but like the idea of actions attracting a god's pleasure.  Maybe instead of bringing down a beacon, make a similar test that has actions in Egypt please or displease a god, with the eventual goal being to get 100% satisfaction (similar to Festivals, but with everyday actions).  You could have an event where, say, one god gets angry whenever someone grows onions but likes it when someone grows leeks.  The overall test pass being reliant on getting each got satisfied to 100% at the same time.&lt;br /&gt;
* Test of Leavened Breads: This is an overly complicated test.  The baking part is very Worshippy, but the eating part seems to be far more related to Harmony than Worship.  I'm not sure what should be changed here, but breaking it into two tests would be interesting and would give Harmony some additional tests (as I've recommended removing a couple).&lt;br /&gt;
* Test of the Humble Priests: I like the benefits of this test (being able to bless others with cool abilities) but some of the requirements are a little off.  Needing a player with no initiations for example for one of the gods.  This reminds me of the T6 seeding requirement to have the veggie grown by 3 lvl 1 players in a small area in order to seed.&lt;br /&gt;
* Remembrance Ceremonies: New test, no ideas yet.&lt;br /&gt;
* Test of Visions: This is a cool test, but it sucks that only 7 people can see a particular god.  Perhaps anyone who has had the vision (up to a total of 7) in the last x timeframe should be able to, or perhaps despawn/respawn the gods after a short time of no activity if they've been used at all.&lt;br /&gt;
&lt;br /&gt;
=== Ideas for New Techs ===&lt;br /&gt;
'''The main issue here here is that we propose techs that do NOT require any new graphic resources.''' - Balthazarr&lt;br /&gt;
* Pollution Abatement and Fertilizer. If we could research techniques that would tie into Ecology. For example, after testing for Soil Acidity, if you had learned this tech, you would know how much Lime would need to be spread to mitigate the Soil Acidity. Thank you Lisanna for the suggestion above. - Balthazarr&lt;br /&gt;
* Forge &amp;amp; Casting Box Timers. A tech that would allow us to upgrade Forge &amp;amp; Casting Boxes with a timer showing how much time is left on a project, they would update like a chariot, when you clicked on the building. Maybe a new glaziers bench option ''Fine Glass Hourglass'' which along with a handful of other materials would enable the upgrade, once the tech was learned. - Balthazarr&lt;br /&gt;
* Greenhouse Technology - Allowing the growing of vegetables, instead of grass. Maybe at 25% of the output of grass. An alternative to offlining or macroing them. - Balthazarr (+1 [[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* Real McCoy Oil-Drip Cup - Allowing the installation of automatic oil dispensers to machines that can be lubricated. Could be Steam Mechanics Level 4. https://en.wikipedia.org/wiki/Elijah_McCoy - Balthazarr&lt;br /&gt;
* Increased capacity Flax Hammocks and/or Drying Racks, either as an initial build (like Greenhouses) or as an upgrade (like Gins), which allow drying of larger amounts (Structure Reinforcement 3?) ([[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* A use for Cocoa, maybe a Chocolate Making Tech, allowing use to make the Chocolates we get from the Snowstorms, OR Better yet new Chocolates that use real world ingredients that we have access to in game; Camel Milk &amp;amp; Cocoa as the base; Royal Jelly, Honey &amp;amp; Indo Honey as a sweetener; Watermelon, Dates, Citrus Fruits &amp;amp; Coconut Meat as Fillers; Grilled Coconut Meat, Peppers, Grilled Peppers, Salt &amp;amp; Logical Herbs (Blueberry Tea Tree, Camelmint, Ginger Root, Ginseng Root, Honey Mint, Ice Mint, Lemondrop, Lemon Grass, Liquorice, Nubian Liquorice, Mountain Mint, Peppermint, Strawberry Tea, Vanilla Tea Tree) as flavorings. It could be set as a static table that gets randomized each tale. Each chocolate would have Cocoa as the base, one sweetener, one filler &amp;amp; one flavoring, with the option to add Camel Milk. - Balthazarr&lt;br /&gt;
* Permanent Excavation or Enduring Excavation: This is a permanent version of a dig hole (so graphic resources can be reused.  Ideally it would have its own graphic to distinguish it as a building).  This building requires some fairly simple resources to build (wood, rope, slate shovels (or perhaps any shovel), and boards).  This building tracks depth.  When used, depth increases slightly, materials are generated, and an endurance timer is started on the avatar.  Resources are dependent on depth of the excavation (depth &amp;lt; 100 only dirt, beyond that, occasional cuttable stone.  At depth &amp;gt; 200 occasional medium stone, with more depth meaning greater chance for either).  Every 100 depth, the excavation &amp;quot;breaks&amp;quot; and requires additional materials to continue excavating (these should be the same materials used in construction).  At some point the excavation becomes unusable (maybe this max depth can be improved through further tech or reinforcing the excavation) (making steam shovels and normal digs more efficient, but requiring more resources or more people respectively).  Excavations should produce pollution, particularly heavy metals, even when not in use.  To remove an excavation, you have to &amp;quot;fill&amp;quot; it with dirt equivalent to the amount removed (plus additional for the stone, bauxite, and gypsum removed at an increased rate).   Removing a permanent excavation refunds no materials, no matter what skills you have.  Potential improvements for this building should be centered around more efficient excavating (2+ depth per use) or deeper maximum depth. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
There seem to a number of question showing up about events, I will try and get with nikara (The events team lead) and be better prepared for those questions.&lt;br /&gt;
&lt;br /&gt;
* For Events, instead of one 12-hour marathon, how about 3 or 4 copies of an event, each shorter, and spaced around the clock? This allows people from all different time zones as good of a chance to participate, without people feeling obligated to play for a full 12 hour stretch. Yes, one person could win multiple events. I think most of us are willing to take that chance, though. - Somebob +1 Asnath, +1 Kastou, +1 Balthazarr +1 Spicy&lt;br /&gt;
* Would it be possible to create an auto-exclude list that would allow a player to participate in 1 round but not in others? (if event = herbs with 3 rounds and they collect 1+ herb in round 1, they cannot get credit for round 2 or 3) Or to have the player select in which rounds they want to participate(ala Demi-Pharaoh) - Zhukuram&lt;br /&gt;
* Many players are frustrated with long events, be them 12 or 24 hours long. Similarly they are frustrated with a shorter event that is held at a time inconvenient to them. In some past tales, the same event was run 3 times, with the start time of the second event 8 hours after the first and the third being 16 hours after the first. Is there any chance that this could become the norm? (yes this is a rephrasing of the initial question, just with more details) - Balthazarr&lt;br /&gt;
* There has been lots of confusion during events as to what the rules and guildlines are. Would it be possible to have that information available before the events? Example, if warps are possible, time travel use, etc. - Brucette +1 Spicy, +1 LuluDivine&lt;br /&gt;
** For some events it has even been difficult or impossible to determine what activities would gain points or 'win' the event - can events have a clear set of parameters for what makes a person gain points/advance/win? LuluDivine&lt;br /&gt;
* We have megalopolis for player event announcements (eg digs and acro) but how do you feel about player run events with player provided rewards?  Do you think these are in conflict with official ATITD events (herbing, smoking etc)?  Do you think there might be a way to help players run partially competitive events like T6 '''Bonfires for SETESH''' or '''Great Herb Dump'''?  Running player invented events manually takes at least 3 players who dedicate weeks in preparation and then SETESH shows up and chaos happens. -Zhukuram&lt;br /&gt;
** Increase membership of the events team? ([[User:Silden|Silden]] 10:38, 15 April 2016 (EST))&lt;br /&gt;
* There have been serial on-going events where the story line seems to just die out.  Are there ways to help mitigate collapsed story lines or burned out event teams?  -Zhukuram&lt;br /&gt;
* Some events have top prizes that are worth very little, even to a relatively casual player - is this an intentional choice? - LuluDivine&lt;br /&gt;
* Who is on the Events Team? Is that knowledge secret for some reason? - LuluDivine&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104634</id>
		<title>FiresideChat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104634"/>
		<updated>2016-06-07T13:22:56Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Ideas for New Techs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fireside Chat Ideas =&lt;br /&gt;
I am looking to improve some of the aspects of communicating things to the players.  Several people have suggested the idea of a weekly fireside chat around when I run test passings.  I have created a new Microphone Channel called Fireside for the this purpose.  I will accept suggestions here for topics for each week.  I would like to keep the discussion on topic as much as possible with as many questions submitted here before the event.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Why do you want the questions up front and not during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Because historically the ENN chats have started well but got worse the longer they go on.  If I get the questions up front, I can think about the answers and not do quick off the cuff answers that tend to upset someone or another.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Can I have a unicorn?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' No, stop asking.  It was funny the first 200 times, but now you are more likely to get a snarky answer that causes someone to point out that Pluribus is a meany and he shouldn't talk to the players that way.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I submit idea for topics and or Questions that I would like answered.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Add them to the sections below. (+1 any question that you are interested in that was previously posted)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How long will these chats last and is there any chance of taking questions during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' I am shooting to make them about 30 minutes long.  Questions submitted during the event may be answered at my discretion.  Posts that are off topic or meant to just be inflammatory will just be deleted rather than posted.  (Yes it is censorship, deal with it)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I see the discussion as it is happening?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' During the event, just /join Fireside and the microphone channel will be added.  If you can't be in game, it will be logged with the other microphone channels.&lt;br /&gt;
&lt;br /&gt;
== Topic Ideas ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
&lt;br /&gt;
== Questions Per Topic ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
* Would you consider adding vanity titles for passing &amp;gt;7 tests in a discipline (&amp;quot;Pharaoh's Idiot&amp;quot;)? It would encourage some of us to keep playing. -Istwan&lt;br /&gt;
* If the barrier to doing a kickstarter is the time required on your end, why not source ideas from the community and get community involvement in running the campaign?  I've started throwing together some ideas [[Kickstarter|here]] -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* How large of a team is currently working on ATITD?  What sort of things are you needing help with that the community might be able to step in and assist?  We all love this game and want to see it flourish. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What is the biggest challenge you are seeing in attracting new players to the game? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What percentage of active subscriptions are the full-telling subscription purchases? - [[User:Dresdor|Dresdor]]&lt;br /&gt;
* (Nerdy Questions)How are you tracking various work items/doing project management for this (and the other) games?  What system (if any) are you using as a code repository? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* Why can't fertilizer be used to fertilize soil? - Lisanna&lt;br /&gt;
&lt;br /&gt;
=== Existing Test Improvements and Changes ===&lt;br /&gt;
* Some test have rewards, while others do not. Is there any chance to add some reward to every test, even just a small one. - Balthazarr&lt;br /&gt;
** Architecture - Since each passed test allows an addition 14 cells to a compound, this discipline is pretty much covered. Plus the various houses that you can build after passing tests, and Monuments Towers, too.&lt;br /&gt;
** Art - Since each passed test gives an improved Artistic Touch for Blacksmithing, this discipline is pretty much covered.&lt;br /&gt;
** Body - All but Banquet give a stat boost, maybe a Perception boost could be the reward for Banquet. &lt;br /&gt;
** Harmony - Gives no rewards for anything, other than the Offering Vault becoming an oversized warehouse. This is probably do to Harmony being a late addition to the game.&lt;br /&gt;
** Leadership - Gives rewards for 3 tests Hegemon, Demipharaoh &amp;amp; Mentorship. What about some reward for the others?&lt;br /&gt;
** Thought - Gives no rewards for anything. I can think of no reason why this original discipline was left out in the cold.&lt;br /&gt;
*** Maybe something like Artistic Touch for Glassblowing or some sort of boost of that sort. - Balthazarr&lt;br /&gt;
** Worship - Since each passed test increases the yield by 10 barley, this discipline is pretty much covered. Plus a few tests have an extra benefit given to the passers.&lt;br /&gt;
* Bedouin is the only test where the player is ignorant about how near is the goal when it was not reached. In all the others it is known. That could be fixed saying each day in system the 3 (or 4) top scores: the 2 that advanced and one or two more. - Sabuli&lt;br /&gt;
&lt;br /&gt;
=== Test Rebalance For Solo Play Or Consistency ===&lt;br /&gt;
The goal for the game has never been for one player to complete all tests (though this has happened) but there seems to be no consistency in terms of difficulty for a test.  The following rebalance ideas are offered for consideration:&lt;br /&gt;
====Architecture====&lt;br /&gt;
* Principles - Architecture principles is a little time consuming at newbie tech levels (takes a couple hours to grind out all the materials, especially if you don't get things like improved brick racks, hackling rakes, and carpentry shops built in your compound before expanding it).  Improvements recommended here would be to make the expansion smaller, and maybe include building some of the simpler compound buildings.&lt;br /&gt;
* Test of The Obelisk- Instead of making this &amp;quot;tallest wins when held for x time&amp;quot; make it point based like other tests.  If you have the tallest of this type of Obelisk, and are holding power, you earn x points per day.  You earn proportionally less based on how much smaller your obelisk is (exact formula is left to the designer).  In theory, even if you've never had the largest obelisk, you still earn points.  Multiply points by a factor for the type of obelisk (e.g. 1 for desert, 2 for metallic, 3 for cut stone, etc).  The goal is to improve the test for everyone and make things like queues redundant.&lt;br /&gt;
* Throne of the Pharoah- Making this more solo-friendly would be to allow anyone to attach a decoration to the throne.  When done by someone not in that throne's group, the throne group gets a half the normal points, and the soloer gets half the normal points.  Alternatively make it on a timer so that for the first X hours only group members can do this.  Similar to the recommendation for obelisk, make passing based on points instead of best throne wins a pass (or add a secondary pass based on points for those not in a throne group).  &lt;br /&gt;
* Test of Towers has a good balance and is soloable.  No changes recommended at this time.&lt;br /&gt;
* Test of the People's Pyramid - Pyramids take a lot of manpower for one person to get a pass.  Pyramids also provide some small bonuses to Egypt as a whole, so there's no real risk of them not getting built eventually without this test.  My thought is this test should be removed, or its mechanic replaced by some kind of points system for helping build a pyramid (or like other tests, maybe earn points by blessing a pyramid in some way, and whoever has the most points on a given day gets a pass on the test).&lt;br /&gt;
* Test of the Megalopolis - I like the flavor of this test, but I envision this as an ever-growing site.  Restict Megalopoli to one per region.  A Megalopoli is completed when the central building is built, but can be added on to by any player.  Megalopoli can expand indefinitely, and grant benefits to the region they are built in, but a player can only ever add one building to a Megalopolis.  Region Megalopoli should compete with each other, and you earn 1 point per building in your megalopolis per day (from the time you add yours).  The x people with the most points every week pass the test.&lt;br /&gt;
* Test of the Funerary Temple - This test is mostly ok.  I'm not a fan of the overall demand of Raeli tiles in the game, so I'd recommend being able to add other &amp;quot;decorations&amp;quot; to the temple in a similar manner (fish scales might be fun, used in the same way as tiles, as would paint, but worth fewer points).&lt;br /&gt;
* Test of Life - This test works very well the way it is (once the grow attempts vs actual grown counting bug is fixed next telling).  It is possible to &amp;quot;split off&amp;quot; an existing aquaduct and make your own branch (even for one tower and bulk grow your own veggies).  While you can't strictly solo this, you can do a decent job of passing without being involved in the big groups.&lt;br /&gt;
* Test of Seven Phoenix - I don't have much of a comment on this test.  Its ok as is.  It requires group participation to reasonably pass.&lt;br /&gt;
* Test of Octec's Ghost - This is an ok test, but I really don't like it for Architecture.  It doesn't have the right feel for it.&lt;br /&gt;
&lt;br /&gt;
====Art and Music====&lt;br /&gt;
In general, these tests are voting based, and so we have large &amp;quot;galleries&amp;quot; of art near CS.  Failure to put your art there tends to mean you will not pass as quickly as those that do.&lt;br /&gt;
* Principle: This really should be a test on its own, as sculptures are usually very well done.&lt;br /&gt;
&lt;br /&gt;
====Body====&lt;br /&gt;
In general, I'm not a fan of permanent attribute changes being tied to tests.  They should be gained by other means.&lt;br /&gt;
* Principle: This is almost too easy of a principle, and only demonstrates that Body tests involve running around everywhere.&lt;br /&gt;
* Test of the Acrobat: This is a decent test for Body.  I'm not sure there should be any changes here, except maybe better communication that there's no chance you will learn anything from someone.&lt;br /&gt;
* Test of the Archaeologist: Arch. Sites seem to only spawn where people have been, and there's no way to &amp;quot;force&amp;quot; them to occur.  This is really less about archaeology and just a treasure hunt.  Maybe have some change to the test so you have to perform some action to find arch. sites?&lt;br /&gt;
* Test of the Bedouin: I like this test.  You can run around all of egypt if you want to pass quickly or just make sure your nearest 3 altars are annointed by you every now and then for a slower pass.&lt;br /&gt;
* Test of the Singing Cicada: This test actively penalizes players who cannot play with sound enabled or have hearing issues.  It is the only source of permanent speed, and is set up in such a way that ensures players will keep &amp;quot;playing&amp;quot; the test for a long time to get 14 speed.  Add in things like placing cages where they are only accessible by airship, needing to find 4-7 cages to even set up you own, and it is difficult to get started.  Perhaps add in an option to &amp;quot;buy&amp;quot; a cage from U. Body once a week/month for some non-inconsequential cost.  This would allow players who don't have luck finding cages a chance to still earn points.&lt;br /&gt;
* Test of the Darkest Night: As someone who hates shrooming, I'm not a fan of this test in general.  However, one change I would recommend is having the ability to &amp;quot;refresh&amp;quot; one of the mushroom requirements (changes to a new, random shroom, but you lose any progress you made on the previous one), or having any completed requirements get replaced by a new shroom, with the test passing once you complete 35 mushrooms (by eating 7 of each from the ground).  Every 5 shrooms you complete you get 1 endurance.&lt;br /&gt;
* Test of the Safari: I'm not a fan of scavenger hunts, but this test is ok as it is.  Only complaint is, like the other Body tests, this restricts strength which is a key stat (because its tied to default carry ability).  There's a huge difference between being able to carry 500 weight and 1000 weight.  I would personally make it so that you can get any combination of 28 animals (maybe with a limit of 7 each instead of 4) so that if you have a particular kind you hate hunting (Otters always laughing at me) you don't *have* to do it to pass.&lt;br /&gt;
* Test of the Oyster Catcher : Issue here is that there's programs to perfectly &amp;quot;solve&amp;quot; the oyster beds.  This makes half the test trivial.  The other part, figuring out how to build your necklace, is the fun part.  Like every other body test, I'm not a fan of tying an attribute buff to completion of the test.&lt;br /&gt;
* Test of the Ritual Tattoo: This test is cool in concept.  It can be very time consuming to find the right herb if it is rare.&lt;br /&gt;
&lt;br /&gt;
====Harmony====&lt;br /&gt;
* Principle: This principle seems highly divorced from the reality of the tests in this discipline.  Meeting people is not the same as predicting what other people will do (which is what most of the other tests are about)&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
* Principle: This is an annoyance when server populations are low or mid-telling.  Maybe have the number needed fluctuate based on number of online players or number of players active in the last X days.&lt;br /&gt;
* Test of the Demi-Pharoah: No....this should not be a test.  DP is a big responsibility and has a lot of power with the potential to ban players.  This should not be the goal of a test, and should only be pursued for altruistic reasons (wanting to help the community).  Ideally, Egypt would keep people out of the DP position if they did not have Egypt's best intentions at heart, but people can be fooled.&lt;br /&gt;
* Test of the Kingmaker: This is more of a Harmony test than a leadership one.  I'm not a huge fan of it in general.  &lt;br /&gt;
* Test of Mentorship: Another one that really shouldn't be a test.  There are rewards for mentoring new players that can be redeemed.  That should be enough.&lt;br /&gt;
* Test of the Retired Pirates: This is more of a Thought test than a leadership one.  &lt;br /&gt;
* Test of the Covered Cartouche: This is more of an Arch test than a leadership one.&lt;br /&gt;
* Test of the Beaurocrat: This is a real leadership test, but people being able to overthrow the whole structure is a little off to me.  Maybe require votes or only be able to overthrow those directly above you instead of upsetting the whole beaurocracy.  &lt;br /&gt;
* Test of the Hegemon: ????&lt;br /&gt;
* Test of the Plantation: I'm not sure how I feel about this test.  It seems like a good test, but I'm not sure how leadershippy it is.&lt;br /&gt;
&lt;br /&gt;
====Thought====&lt;br /&gt;
In general, Thought needs some UI improvements.  The various puzzles need an option to pop up a menu or HUD to do the tasks, as well as a better way of finding &amp;quot;recently passed&amp;quot; items for principles than using the Wiki.   Like Art and Music, there's the issue that unless your puzzle is near a CS, you probably won't get as many votes.  Finally, the fact that only those that solve your puzzles get to vote implies that there's incentive to make the puzzles relatively easy, instead of the devilishly hard puzzles this discipline should represent.&lt;br /&gt;
* Principle: I hate this principle.  Either make a Set's ladder not require a Pyramid of the People, or change the goal to another kind of puzzle.&lt;br /&gt;
&lt;br /&gt;
====Worship====&lt;br /&gt;
* Principle: I am not a fan of this principle.  It has the potential for a lot of flavor, but falls flat.  This is always the last principle I complete, as its boring and only takes a few minutes if you work with the right guild.&lt;br /&gt;
&lt;br /&gt;
=== Ideas for New Techs ===&lt;br /&gt;
'''The main issue here here is that we propose techs that do NOT require any new graphic resources.''' - Balthazarr&lt;br /&gt;
* Pollution Abatement and Fertilizer. If we could research techniques that would tie into Ecology. For example, after testing for Soil Acidity, if you had learned this tech, you would know how much Lime would need to be spread to mitigate the Soil Acidity. Thank you Lisanna for the suggestion above. - Balthazarr&lt;br /&gt;
* Forge &amp;amp; Casting Box Timers. A tech that would allow us to upgrade Forge &amp;amp; Casting Boxes with a timer showing how much time is left on a project, they would update like a chariot, when you clicked on the building. Maybe a new glaziers bench option ''Fine Glass Hourglass'' which along with a handful of other materials would enable the upgrade, once the tech was learned. - Balthazarr&lt;br /&gt;
* Greenhouse Technology - Allowing the growing of vegetables, instead of grass. Maybe at 25% of the output of grass. An alternative to offlining or macroing them. - Balthazarr (+1 [[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* Real McCoy Oil-Drip Cup - Allowing the installation of automatic oil dispensers to machines that can be lubricated. Could be Steam Mechanics Level 4. https://en.wikipedia.org/wiki/Elijah_McCoy - Balthazarr&lt;br /&gt;
* Increased capacity Flax Hammocks and/or Drying Racks, either as an initial build (like Greenhouses) or as an upgrade (like Gins), which allow drying of larger amounts (Structure Reinforcement 3?) ([[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* A use for Cocoa, maybe a Chocolate Making Tech, allowing use to make the Chocolates we get from the Snowstorms, OR Better yet new Chocolates that use real world ingredients that we have access to in game; Camel Milk &amp;amp; Cocoa as the base; Royal Jelly, Honey &amp;amp; Indo Honey as a sweetener; Watermelon, Dates, Citrus Fruits &amp;amp; Coconut Meat as Fillers; Grilled Coconut Meat, Peppers, Grilled Peppers, Salt &amp;amp; Logical Herbs (Blueberry Tea Tree, Camelmint, Ginger Root, Ginseng Root, Honey Mint, Ice Mint, Lemondrop, Lemon Grass, Liquorice, Nubian Liquorice, Mountain Mint, Peppermint, Strawberry Tea, Vanilla Tea Tree) as flavorings. It could be set as a static table that gets randomized each tale. Each chocolate would have Cocoa as the base, one sweetener, one filler &amp;amp; one flavoring, with the option to add Camel Milk. - Balthazarr&lt;br /&gt;
* Permanent Excavation or Enduring Excavation: This is a permanent version of a dig hole (so graphic resources can be reused.  Ideally it would have its own graphic to distinguish it as a building).  This building requires some fairly simple resources to build (wood, rope, slate shovels (or perhaps any shovel), and boards).  This building tracks depth.  When used, depth increases slightly, materials are generated, and an endurance timer is started on the avatar.  Resources are dependent on depth of the excavation (depth &amp;lt; 100 only dirt, beyond that, occasional cuttable stone.  At depth &amp;gt; 200 occasional medium stone, with more depth meaning greater chance for either).  Every 100 depth, the excavation &amp;quot;breaks&amp;quot; and requires additional materials to continue excavating (these should be the same materials used in construction).  At some point the excavation becomes unusable (maybe this max depth can be improved through further tech or reinforcing the excavation) (making steam shovels and normal digs more efficient, but requiring more resources or more people respectively).  Excavations should produce pollution, particularly heavy metals, even when not in use.  To remove an excavation, you have to &amp;quot;fill&amp;quot; it with dirt equivalent to the amount removed (plus additional for the stone, bauxite, and gypsum removed at an increased rate).   Removing a permanent excavation refunds no materials, no matter what skills you have.  Potential improvements for this building should be centered around more efficient excavating (2+ depth per use) or deeper maximum depth. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
There seem to a number of question showing up about events, I will try and get with nikara (The events team lead) and be better prepared for those questions.&lt;br /&gt;
&lt;br /&gt;
* For Events, instead of one 12-hour marathon, how about 3 or 4 copies of an event, each shorter, and spaced around the clock? This allows people from all different time zones as good of a chance to participate, without people feeling obligated to play for a full 12 hour stretch. Yes, one person could win multiple events. I think most of us are willing to take that chance, though. - Somebob +1 Asnath, +1 Kastou, +1 Balthazarr +1 Spicy&lt;br /&gt;
* Would it be possible to create an auto-exclude list that would allow a player to participate in 1 round but not in others? (if event = herbs with 3 rounds and they collect 1+ herb in round 1, they cannot get credit for round 2 or 3) Or to have the player select in which rounds they want to participate(ala Demi-Pharaoh) - Zhukuram&lt;br /&gt;
* Many players are frustrated with long events, be them 12 or 24 hours long. Similarly they are frustrated with a shorter event that is held at a time inconvenient to them. In some past tales, the same event was run 3 times, with the start time of the second event 8 hours after the first and the third being 16 hours after the first. Is there any chance that this could become the norm? (yes this is a rephrasing of the initial question, just with more details) - Balthazarr&lt;br /&gt;
* There has been lots of confusion during events as to what the rules and guildlines are. Would it be possible to have that information available before the events? Example, if warps are possible, time travel use, etc. - Brucette +1 Spicy, +1 LuluDivine&lt;br /&gt;
** For some events it has even been difficult or impossible to determine what activities would gain points or 'win' the event - can events have a clear set of parameters for what makes a person gain points/advance/win? LuluDivine&lt;br /&gt;
* We have megalopolis for player event announcements (eg digs and acro) but how do you feel about player run events with player provided rewards?  Do you think these are in conflict with official ATITD events (herbing, smoking etc)?  Do you think there might be a way to help players run partially competitive events like T6 '''Bonfires for SETESH''' or '''Great Herb Dump'''?  Running player invented events manually takes at least 3 players who dedicate weeks in preparation and then SETESH shows up and chaos happens. -Zhukuram&lt;br /&gt;
** Increase membership of the events team? ([[User:Silden|Silden]] 10:38, 15 April 2016 (EST))&lt;br /&gt;
* There have been serial on-going events where the story line seems to just die out.  Are there ways to help mitigate collapsed story lines or burned out event teams?  -Zhukuram&lt;br /&gt;
* Some events have top prizes that are worth very little, even to a relatively casual player - is this an intentional choice? - LuluDivine&lt;br /&gt;
* Who is on the Events Team? Is that knowledge secret for some reason? - LuluDivine&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104633</id>
		<title>FiresideChat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104633"/>
		<updated>2016-06-07T13:22:41Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Ideas for New Techs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fireside Chat Ideas =&lt;br /&gt;
I am looking to improve some of the aspects of communicating things to the players.  Several people have suggested the idea of a weekly fireside chat around when I run test passings.  I have created a new Microphone Channel called Fireside for the this purpose.  I will accept suggestions here for topics for each week.  I would like to keep the discussion on topic as much as possible with as many questions submitted here before the event.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Why do you want the questions up front and not during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Because historically the ENN chats have started well but got worse the longer they go on.  If I get the questions up front, I can think about the answers and not do quick off the cuff answers that tend to upset someone or another.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Can I have a unicorn?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' No, stop asking.  It was funny the first 200 times, but now you are more likely to get a snarky answer that causes someone to point out that Pluribus is a meany and he shouldn't talk to the players that way.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I submit idea for topics and or Questions that I would like answered.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Add them to the sections below. (+1 any question that you are interested in that was previously posted)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How long will these chats last and is there any chance of taking questions during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' I am shooting to make them about 30 minutes long.  Questions submitted during the event may be answered at my discretion.  Posts that are off topic or meant to just be inflammatory will just be deleted rather than posted.  (Yes it is censorship, deal with it)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I see the discussion as it is happening?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' During the event, just /join Fireside and the microphone channel will be added.  If you can't be in game, it will be logged with the other microphone channels.&lt;br /&gt;
&lt;br /&gt;
== Topic Ideas ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
&lt;br /&gt;
== Questions Per Topic ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
* Would you consider adding vanity titles for passing &amp;gt;7 tests in a discipline (&amp;quot;Pharaoh's Idiot&amp;quot;)? It would encourage some of us to keep playing. -Istwan&lt;br /&gt;
* If the barrier to doing a kickstarter is the time required on your end, why not source ideas from the community and get community involvement in running the campaign?  I've started throwing together some ideas [[Kickstarter|here]] -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* How large of a team is currently working on ATITD?  What sort of things are you needing help with that the community might be able to step in and assist?  We all love this game and want to see it flourish. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What is the biggest challenge you are seeing in attracting new players to the game? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What percentage of active subscriptions are the full-telling subscription purchases? - [[User:Dresdor|Dresdor]]&lt;br /&gt;
* (Nerdy Questions)How are you tracking various work items/doing project management for this (and the other) games?  What system (if any) are you using as a code repository? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* Why can't fertilizer be used to fertilize soil? - Lisanna&lt;br /&gt;
&lt;br /&gt;
=== Existing Test Improvements and Changes ===&lt;br /&gt;
* Some test have rewards, while others do not. Is there any chance to add some reward to every test, even just a small one. - Balthazarr&lt;br /&gt;
** Architecture - Since each passed test allows an addition 14 cells to a compound, this discipline is pretty much covered. Plus the various houses that you can build after passing tests, and Monuments Towers, too.&lt;br /&gt;
** Art - Since each passed test gives an improved Artistic Touch for Blacksmithing, this discipline is pretty much covered.&lt;br /&gt;
** Body - All but Banquet give a stat boost, maybe a Perception boost could be the reward for Banquet. &lt;br /&gt;
** Harmony - Gives no rewards for anything, other than the Offering Vault becoming an oversized warehouse. This is probably do to Harmony being a late addition to the game.&lt;br /&gt;
** Leadership - Gives rewards for 3 tests Hegemon, Demipharaoh &amp;amp; Mentorship. What about some reward for the others?&lt;br /&gt;
** Thought - Gives no rewards for anything. I can think of no reason why this original discipline was left out in the cold.&lt;br /&gt;
*** Maybe something like Artistic Touch for Glassblowing or some sort of boost of that sort. - Balthazarr&lt;br /&gt;
** Worship - Since each passed test increases the yield by 10 barley, this discipline is pretty much covered. Plus a few tests have an extra benefit given to the passers.&lt;br /&gt;
* Bedouin is the only test where the player is ignorant about how near is the goal when it was not reached. In all the others it is known. That could be fixed saying each day in system the 3 (or 4) top scores: the 2 that advanced and one or two more. - Sabuli&lt;br /&gt;
&lt;br /&gt;
=== Test Rebalance For Solo Play Or Consistency ===&lt;br /&gt;
The goal for the game has never been for one player to complete all tests (though this has happened) but there seems to be no consistency in terms of difficulty for a test.  The following rebalance ideas are offered for consideration:&lt;br /&gt;
====Architecture====&lt;br /&gt;
* Principles - Architecture principles is a little time consuming at newbie tech levels (takes a couple hours to grind out all the materials, especially if you don't get things like improved brick racks, hackling rakes, and carpentry shops built in your compound before expanding it).  Improvements recommended here would be to make the expansion smaller, and maybe include building some of the simpler compound buildings.&lt;br /&gt;
* Test of The Obelisk- Instead of making this &amp;quot;tallest wins when held for x time&amp;quot; make it point based like other tests.  If you have the tallest of this type of Obelisk, and are holding power, you earn x points per day.  You earn proportionally less based on how much smaller your obelisk is (exact formula is left to the designer).  In theory, even if you've never had the largest obelisk, you still earn points.  Multiply points by a factor for the type of obelisk (e.g. 1 for desert, 2 for metallic, 3 for cut stone, etc).  The goal is to improve the test for everyone and make things like queues redundant.&lt;br /&gt;
* Throne of the Pharoah- Making this more solo-friendly would be to allow anyone to attach a decoration to the throne.  When done by someone not in that throne's group, the throne group gets a half the normal points, and the soloer gets half the normal points.  Alternatively make it on a timer so that for the first X hours only group members can do this.  Similar to the recommendation for obelisk, make passing based on points instead of best throne wins a pass (or add a secondary pass based on points for those not in a throne group).  &lt;br /&gt;
* Test of Towers has a good balance and is soloable.  No changes recommended at this time.&lt;br /&gt;
* Test of the People's Pyramid - Pyramids take a lot of manpower for one person to get a pass.  Pyramids also provide some small bonuses to Egypt as a whole, so there's no real risk of them not getting built eventually without this test.  My thought is this test should be removed, or its mechanic replaced by some kind of points system for helping build a pyramid (or like other tests, maybe earn points by blessing a pyramid in some way, and whoever has the most points on a given day gets a pass on the test).&lt;br /&gt;
* Test of the Megalopolis - I like the flavor of this test, but I envision this as an ever-growing site.  Restict Megalopoli to one per region.  A Megalopoli is completed when the central building is built, but can be added on to by any player.  Megalopoli can expand indefinitely, and grant benefits to the region they are built in, but a player can only ever add one building to a Megalopolis.  Region Megalopoli should compete with each other, and you earn 1 point per building in your megalopolis per day (from the time you add yours).  The x people with the most points every week pass the test.&lt;br /&gt;
* Test of the Funerary Temple - This test is mostly ok.  I'm not a fan of the overall demand of Raeli tiles in the game, so I'd recommend being able to add other &amp;quot;decorations&amp;quot; to the temple in a similar manner (fish scales might be fun, used in the same way as tiles, as would paint, but worth fewer points).&lt;br /&gt;
* Test of Life - This test works very well the way it is (once the grow attempts vs actual grown counting bug is fixed next telling).  It is possible to &amp;quot;split off&amp;quot; an existing aquaduct and make your own branch (even for one tower and bulk grow your own veggies).  While you can't strictly solo this, you can do a decent job of passing without being involved in the big groups.&lt;br /&gt;
* Test of Seven Phoenix - I don't have much of a comment on this test.  Its ok as is.  It requires group participation to reasonably pass.&lt;br /&gt;
* Test of Octec's Ghost - This is an ok test, but I really don't like it for Architecture.  It doesn't have the right feel for it.&lt;br /&gt;
&lt;br /&gt;
====Art and Music====&lt;br /&gt;
In general, these tests are voting based, and so we have large &amp;quot;galleries&amp;quot; of art near CS.  Failure to put your art there tends to mean you will not pass as quickly as those that do.&lt;br /&gt;
* Principle: This really should be a test on its own, as sculptures are usually very well done.&lt;br /&gt;
&lt;br /&gt;
====Body====&lt;br /&gt;
In general, I'm not a fan of permanent attribute changes being tied to tests.  They should be gained by other means.&lt;br /&gt;
* Principle: This is almost too easy of a principle, and only demonstrates that Body tests involve running around everywhere.&lt;br /&gt;
* Test of the Acrobat: This is a decent test for Body.  I'm not sure there should be any changes here, except maybe better communication that there's no chance you will learn anything from someone.&lt;br /&gt;
* Test of the Archaeologist: Arch. Sites seem to only spawn where people have been, and there's no way to &amp;quot;force&amp;quot; them to occur.  This is really less about archaeology and just a treasure hunt.  Maybe have some change to the test so you have to perform some action to find arch. sites?&lt;br /&gt;
* Test of the Bedouin: I like this test.  You can run around all of egypt if you want to pass quickly or just make sure your nearest 3 altars are annointed by you every now and then for a slower pass.&lt;br /&gt;
* Test of the Singing Cicada: This test actively penalizes players who cannot play with sound enabled or have hearing issues.  It is the only source of permanent speed, and is set up in such a way that ensures players will keep &amp;quot;playing&amp;quot; the test for a long time to get 14 speed.  Add in things like placing cages where they are only accessible by airship, needing to find 4-7 cages to even set up you own, and it is difficult to get started.  Perhaps add in an option to &amp;quot;buy&amp;quot; a cage from U. Body once a week/month for some non-inconsequential cost.  This would allow players who don't have luck finding cages a chance to still earn points.&lt;br /&gt;
* Test of the Darkest Night: As someone who hates shrooming, I'm not a fan of this test in general.  However, one change I would recommend is having the ability to &amp;quot;refresh&amp;quot; one of the mushroom requirements (changes to a new, random shroom, but you lose any progress you made on the previous one), or having any completed requirements get replaced by a new shroom, with the test passing once you complete 35 mushrooms (by eating 7 of each from the ground).  Every 5 shrooms you complete you get 1 endurance.&lt;br /&gt;
* Test of the Safari: I'm not a fan of scavenger hunts, but this test is ok as it is.  Only complaint is, like the other Body tests, this restricts strength which is a key stat (because its tied to default carry ability).  There's a huge difference between being able to carry 500 weight and 1000 weight.  I would personally make it so that you can get any combination of 28 animals (maybe with a limit of 7 each instead of 4) so that if you have a particular kind you hate hunting (Otters always laughing at me) you don't *have* to do it to pass.&lt;br /&gt;
* Test of the Oyster Catcher : Issue here is that there's programs to perfectly &amp;quot;solve&amp;quot; the oyster beds.  This makes half the test trivial.  The other part, figuring out how to build your necklace, is the fun part.  Like every other body test, I'm not a fan of tying an attribute buff to completion of the test.&lt;br /&gt;
* Test of the Ritual Tattoo: This test is cool in concept.  It can be very time consuming to find the right herb if it is rare.&lt;br /&gt;
&lt;br /&gt;
====Harmony====&lt;br /&gt;
* Principle: This principle seems highly divorced from the reality of the tests in this discipline.  Meeting people is not the same as predicting what other people will do (which is what most of the other tests are about)&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
* Principle: This is an annoyance when server populations are low or mid-telling.  Maybe have the number needed fluctuate based on number of online players or number of players active in the last X days.&lt;br /&gt;
* Test of the Demi-Pharoah: No....this should not be a test.  DP is a big responsibility and has a lot of power with the potential to ban players.  This should not be the goal of a test, and should only be pursued for altruistic reasons (wanting to help the community).  Ideally, Egypt would keep people out of the DP position if they did not have Egypt's best intentions at heart, but people can be fooled.&lt;br /&gt;
* Test of the Kingmaker: This is more of a Harmony test than a leadership one.  I'm not a huge fan of it in general.  &lt;br /&gt;
* Test of Mentorship: Another one that really shouldn't be a test.  There are rewards for mentoring new players that can be redeemed.  That should be enough.&lt;br /&gt;
* Test of the Retired Pirates: This is more of a Thought test than a leadership one.  &lt;br /&gt;
* Test of the Covered Cartouche: This is more of an Arch test than a leadership one.&lt;br /&gt;
* Test of the Beaurocrat: This is a real leadership test, but people being able to overthrow the whole structure is a little off to me.  Maybe require votes or only be able to overthrow those directly above you instead of upsetting the whole beaurocracy.  &lt;br /&gt;
* Test of the Hegemon: ????&lt;br /&gt;
* Test of the Plantation: I'm not sure how I feel about this test.  It seems like a good test, but I'm not sure how leadershippy it is.&lt;br /&gt;
&lt;br /&gt;
====Thought====&lt;br /&gt;
In general, Thought needs some UI improvements.  The various puzzles need an option to pop up a menu or HUD to do the tasks, as well as a better way of finding &amp;quot;recently passed&amp;quot; items for principles than using the Wiki.   Like Art and Music, there's the issue that unless your puzzle is near a CS, you probably won't get as many votes.  Finally, the fact that only those that solve your puzzles get to vote implies that there's incentive to make the puzzles relatively easy, instead of the devilishly hard puzzles this discipline should represent.&lt;br /&gt;
* Principle: I hate this principle.  Either make a Set's ladder not require a Pyramid of the People, or change the goal to another kind of puzzle.&lt;br /&gt;
&lt;br /&gt;
====Worship====&lt;br /&gt;
* Principle: I am not a fan of this principle.  It has the potential for a lot of flavor, but falls flat.  This is always the last principle I complete, as its boring and only takes a few minutes if you work with the right guild.&lt;br /&gt;
&lt;br /&gt;
=== Ideas for New Techs ===&lt;br /&gt;
'''The main issue here here is that we propose techs that do NOT require any new graphic resources.''' - Balthazarr&lt;br /&gt;
* Pollution Abatement and Fertilizer. If we could research techniques that would tie into Ecology. For example, after testing for Soil Acidity, if you had learned this tech, you would know how much Lime would need to be spread to mitigate the Soil Acidity. Thank you Lisanna for the suggestion above. - Balthazarr&lt;br /&gt;
* Forge &amp;amp; Casting Box Timers. A tech that would allow us to upgrade Forge &amp;amp; Casting Boxes with a timer showing how much time is left on a project, they would update like a chariot, when you clicked on the building. Maybe a new glaziers bench option ''Fine Glass Hourglass'' which along with a handful of other materials would enable the upgrade, once the tech was learned. - Balthazarr&lt;br /&gt;
* Greenhouse Technology - Allowing the growing of vegetables, instead of grass. Maybe at 25% of the output of grass. An alternative to offlining or macroing them. - Balthazarr (+1 [[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* Real McCoy Oil-Drip Cup - Allowing the installation of automatic oil dispensers to machines that can be lubricated. Could be Steam Mechanics Level 4. https://en.wikipedia.org/wiki/Elijah_McCoy - Balthazarr&lt;br /&gt;
* Increased capacity Flax Hammocks and/or Drying Racks, either as an initial build (like Greenhouses) or as an upgrade (like Gins), which allow drying of larger amounts (Structure Reinforcement 3?) ([[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* A use for Cocoa, maybe a Chocolate Making Tech, allowing use to make the Chocolates we get from the Snowstorms, OR Better yet new Chocolates that use real world ingredients that we have access to in game; Camel Milk &amp;amp; Cocoa as the base; Royal Jelly, Honey &amp;amp; Indo Honey as a sweetener; Watermelon, Dates, Citrus Fruits &amp;amp; Coconut Meat as Fillers; Grilled Coconut Meat, Peppers, Grilled Peppers, Salt &amp;amp; Logical Herbs (Blueberry Tea Tree, Camelmint, Ginger Root, Ginseng Root, Honey Mint, Ice Mint, Lemondrop, Lemon Grass, Liquorice, Nubian Liquorice, Mountain Mint, Peppermint, Strawberry Tea, Vanilla Tea Tree) as flavorings. It could be set as a static table that gets randomized each tale. Each chocolate would have Cocoa as the base, one sweetener, one filler &amp;amp; one flavoring, with the option to add Camel Milk. - Balthazarr&lt;br /&gt;
* Permanent Excavation or Enduring Excavation: This is a permanent version of a dig hole (so graphic resources can be reused.  Ideally it would have its own graphic to distinguish it as a building).  This building requires some fairly simple resources to build (wood, rope, slate shovels (or perhaps any shovel), and boards).  This building tracks depth.  When used, depth increases slightly, materials are generated, and an endurance timer is started on the avatar.  Resources are dependent on depth of the excavation (depth &amp;lt; 100 only dirt, beyond that, occasional cuttable stone.  At depth &amp;gt; 200 occasional medium stone, with more depth meaning greater chance for either).  Every 100 depth, the excavation &amp;quot;breaks&amp;quot; and requires additional materials to continue excavating (these should be the same materials used in construction).  At some point the excavation becomes unusable (maybe this max depth can be improved through further tech or reinforcing the excavation) (making steam shovels and normal digs more efficient, but requiring more resources or more people respectively).  Excavations should produce pollution, particularly heavy metals, even when not in use.  To remove an excavation, you have to &amp;quot;fill&amp;quot; it with dirt equivalent to the amount removed (plus additional for the stone, bauxite, and gypsum removed at an increased rate).   Removing a permanent excavation refunds no materials, no matter what skills you have.  Potential improvements for this building should be centered around more efficient excavating (2+ depth per use) or deeper maximum depth.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
There seem to a number of question showing up about events, I will try and get with nikara (The events team lead) and be better prepared for those questions.&lt;br /&gt;
&lt;br /&gt;
* For Events, instead of one 12-hour marathon, how about 3 or 4 copies of an event, each shorter, and spaced around the clock? This allows people from all different time zones as good of a chance to participate, without people feeling obligated to play for a full 12 hour stretch. Yes, one person could win multiple events. I think most of us are willing to take that chance, though. - Somebob +1 Asnath, +1 Kastou, +1 Balthazarr +1 Spicy&lt;br /&gt;
* Would it be possible to create an auto-exclude list that would allow a player to participate in 1 round but not in others? (if event = herbs with 3 rounds and they collect 1+ herb in round 1, they cannot get credit for round 2 or 3) Or to have the player select in which rounds they want to participate(ala Demi-Pharaoh) - Zhukuram&lt;br /&gt;
* Many players are frustrated with long events, be them 12 or 24 hours long. Similarly they are frustrated with a shorter event that is held at a time inconvenient to them. In some past tales, the same event was run 3 times, with the start time of the second event 8 hours after the first and the third being 16 hours after the first. Is there any chance that this could become the norm? (yes this is a rephrasing of the initial question, just with more details) - Balthazarr&lt;br /&gt;
* There has been lots of confusion during events as to what the rules and guildlines are. Would it be possible to have that information available before the events? Example, if warps are possible, time travel use, etc. - Brucette +1 Spicy, +1 LuluDivine&lt;br /&gt;
** For some events it has even been difficult or impossible to determine what activities would gain points or 'win' the event - can events have a clear set of parameters for what makes a person gain points/advance/win? LuluDivine&lt;br /&gt;
* We have megalopolis for player event announcements (eg digs and acro) but how do you feel about player run events with player provided rewards?  Do you think these are in conflict with official ATITD events (herbing, smoking etc)?  Do you think there might be a way to help players run partially competitive events like T6 '''Bonfires for SETESH''' or '''Great Herb Dump'''?  Running player invented events manually takes at least 3 players who dedicate weeks in preparation and then SETESH shows up and chaos happens. -Zhukuram&lt;br /&gt;
** Increase membership of the events team? ([[User:Silden|Silden]] 10:38, 15 April 2016 (EST))&lt;br /&gt;
* There have been serial on-going events where the story line seems to just die out.  Are there ways to help mitigate collapsed story lines or burned out event teams?  -Zhukuram&lt;br /&gt;
* Some events have top prizes that are worth very little, even to a relatively casual player - is this an intentional choice? - LuluDivine&lt;br /&gt;
* Who is on the Events Team? Is that knowledge secret for some reason? - LuluDivine&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor&amp;diff=104572</id>
		<title>User:Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor&amp;diff=104572"/>
		<updated>2016-06-06T20:52:10Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Left the game after free trial.  Might be back for T8.  Definitely lurking and providing ideas in the wiki*&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104571</id>
		<title>FiresideChat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104571"/>
		<updated>2016-06-06T20:51:45Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fireside Chat Ideas =&lt;br /&gt;
I am looking to improve some of the aspects of communicating things to the players.  Several people have suggested the idea of a weekly fireside chat around when I run test passings.  I have created a new Microphone Channel called Fireside for the this purpose.  I will accept suggestions here for topics for each week.  I would like to keep the discussion on topic as much as possible with as many questions submitted here before the event.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Why do you want the questions up front and not during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Because historically the ENN chats have started well but got worse the longer they go on.  If I get the questions up front, I can think about the answers and not do quick off the cuff answers that tend to upset someone or another.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Can I have a unicorn?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' No, stop asking.  It was funny the first 200 times, but now you are more likely to get a snarky answer that causes someone to point out that Pluribus is a meany and he shouldn't talk to the players that way.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I submit idea for topics and or Questions that I would like answered.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Add them to the sections below. (+1 any question that you are interested in that was previously posted)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How long will these chats last and is there any chance of taking questions during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' I am shooting to make them about 30 minutes long.  Questions submitted during the event may be answered at my discretion.  Posts that are off topic or meant to just be inflammatory will just be deleted rather than posted.  (Yes it is censorship, deal with it)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I see the discussion as it is happening?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' During the event, just /join Fireside and the microphone channel will be added.  If you can't be in game, it will be logged with the other microphone channels.&lt;br /&gt;
&lt;br /&gt;
== Topic Ideas ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
&lt;br /&gt;
== Questions Per Topic ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
* Would you consider adding vanity titles for passing &amp;gt;7 tests in a discipline (&amp;quot;Pharaoh's Idiot&amp;quot;)? It would encourage some of us to keep playing. -Istwan&lt;br /&gt;
* If the barrier to doing a kickstarter is the time required on your end, why not source ideas from the community and get community involvement in running the campaign?  I've started throwing together some ideas [[Kickstarter|here]] -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* How large of a team is currently working on ATITD?  What sort of things are you needing help with that the community might be able to step in and assist?  We all love this game and want to see it flourish. -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What is the biggest challenge you are seeing in attracting new players to the game? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
* What percentage of active subscriptions are the full-telling subscription purchases? - [[User:Dresdor|Dresdor]]&lt;br /&gt;
* (Nerdy Questions)How are you tracking various work items/doing project management for this (and the other) games?  What system (if any) are you using as a code repository? -[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* Why can't fertilizer be used to fertilize soil? - Lisanna&lt;br /&gt;
&lt;br /&gt;
=== Existing Test Improvements and Changes ===&lt;br /&gt;
* Some test have rewards, while others do not. Is there any chance to add some reward to every test, even just a small one. - Balthazarr&lt;br /&gt;
** Architecture - Since each passed test allows an addition 14 cells to a compound, this discipline is pretty much covered. Plus the various houses that you can build after passing tests, and Monuments Towers, too.&lt;br /&gt;
** Art - Since each passed test gives an improved Artistic Touch for Blacksmithing, this discipline is pretty much covered.&lt;br /&gt;
** Body - All but Banquet give a stat boost, maybe a Perception boost could be the reward for Banquet. &lt;br /&gt;
** Harmony - Gives no rewards for anything, other than the Offering Vault becoming an oversized warehouse. This is probably do to Harmony being a late addition to the game.&lt;br /&gt;
** Leadership - Gives rewards for 3 tests Hegemon, Demipharaoh &amp;amp; Mentorship. What about some reward for the others?&lt;br /&gt;
** Thought - Gives no rewards for anything. I can think of no reason why this original discipline was left out in the cold.&lt;br /&gt;
*** Maybe something like Artistic Touch for Glassblowing or some sort of boost of that sort. - Balthazarr&lt;br /&gt;
** Worship - Since each passed test increases the yield by 10 barley, this discipline is pretty much covered. Plus a few tests have an extra benefit given to the passers.&lt;br /&gt;
* Bedouin is the only test where the player is ignorant about how near is the goal when it was not reached. In all the others it is known. That could be fixed saying each day in system the 3 (or 4) top scores: the 2 that advanced and one or two more. - Sabuli&lt;br /&gt;
&lt;br /&gt;
=== Test Rebalance For Solo Play Or Consistency ===&lt;br /&gt;
The goal for the game has never been for one player to complete all tests (though this has happened) but there seems to be no consistency in terms of difficulty for a test.  The following rebalance ideas are offered for consideration:&lt;br /&gt;
====Architecture====&lt;br /&gt;
* Principles - Architecture principles is a little time consuming at newbie tech levels (takes a couple hours to grind out all the materials, especially if you don't get things like improved brick racks, hackling rakes, and carpentry shops built in your compound before expanding it).  Improvements recommended here would be to make the expansion smaller, and maybe include building some of the simpler compound buildings.&lt;br /&gt;
* Test of The Obelisk- Instead of making this &amp;quot;tallest wins when held for x time&amp;quot; make it point based like other tests.  If you have the tallest of this type of Obelisk, and are holding power, you earn x points per day.  You earn proportionally less based on how much smaller your obelisk is (exact formula is left to the designer).  In theory, even if you've never had the largest obelisk, you still earn points.  Multiply points by a factor for the type of obelisk (e.g. 1 for desert, 2 for metallic, 3 for cut stone, etc).  The goal is to improve the test for everyone and make things like queues redundant.&lt;br /&gt;
* Throne of the Pharoah- Making this more solo-friendly would be to allow anyone to attach a decoration to the throne.  When done by someone not in that throne's group, the throne group gets a half the normal points, and the soloer gets half the normal points.  Alternatively make it on a timer so that for the first X hours only group members can do this.  Similar to the recommendation for obelisk, make passing based on points instead of best throne wins a pass (or add a secondary pass based on points for those not in a throne group).  &lt;br /&gt;
* Test of Towers has a good balance and is soloable.  No changes recommended at this time.&lt;br /&gt;
* Test of the People's Pyramid - Pyramids take a lot of manpower for one person to get a pass.  Pyramids also provide some small bonuses to Egypt as a whole, so there's no real risk of them not getting built eventually without this test.  My thought is this test should be removed, or its mechanic replaced by some kind of points system for helping build a pyramid (or like other tests, maybe earn points by blessing a pyramid in some way, and whoever has the most points on a given day gets a pass on the test).&lt;br /&gt;
* Test of the Megalopolis - I like the flavor of this test, but I envision this as an ever-growing site.  Restict Megalopoli to one per region.  A Megalopoli is completed when the central building is built, but can be added on to by any player.  Megalopoli can expand indefinitely, and grant benefits to the region they are built in, but a player can only ever add one building to a Megalopolis.  Region Megalopoli should compete with each other, and you earn 1 point per building in your megalopolis per day (from the time you add yours).  The x people with the most points every week pass the test.&lt;br /&gt;
* Test of the Funerary Temple - This test is mostly ok.  I'm not a fan of the overall demand of Raeli tiles in the game, so I'd recommend being able to add other &amp;quot;decorations&amp;quot; to the temple in a similar manner (fish scales might be fun, used in the same way as tiles, as would paint, but worth fewer points).&lt;br /&gt;
* Test of Life - This test works very well the way it is (once the grow attempts vs actual grown counting bug is fixed next telling).  It is possible to &amp;quot;split off&amp;quot; an existing aquaduct and make your own branch (even for one tower and bulk grow your own veggies).  While you can't strictly solo this, you can do a decent job of passing without being involved in the big groups.&lt;br /&gt;
* Test of Seven Phoenix - I don't have much of a comment on this test.  Its ok as is.  It requires group participation to reasonably pass.&lt;br /&gt;
* Test of Octec's Ghost - This is an ok test, but I really don't like it for Architecture.  It doesn't have the right feel for it.&lt;br /&gt;
&lt;br /&gt;
====Art and Music====&lt;br /&gt;
In general, these tests are voting based, and so we have large &amp;quot;galleries&amp;quot; of art near CS.  Failure to put your art there tends to mean you will not pass as quickly as those that do.&lt;br /&gt;
* Principle: This really should be a test on its own, as sculptures are usually very well done.&lt;br /&gt;
&lt;br /&gt;
====Body====&lt;br /&gt;
In general, I'm not a fan of permanent attribute changes being tied to tests.  They should be gained by other means.&lt;br /&gt;
* Principle: This is almost too easy of a principle, and only demonstrates that Body tests involve running around everywhere.&lt;br /&gt;
* Test of the Acrobat: This is a decent test for Body.  I'm not sure there should be any changes here, except maybe better communication that there's no chance you will learn anything from someone.&lt;br /&gt;
* Test of the Archaeologist: Arch. Sites seem to only spawn where people have been, and there's no way to &amp;quot;force&amp;quot; them to occur.  This is really less about archaeology and just a treasure hunt.  Maybe have some change to the test so you have to perform some action to find arch. sites?&lt;br /&gt;
* Test of the Bedouin: I like this test.  You can run around all of egypt if you want to pass quickly or just make sure your nearest 3 altars are annointed by you every now and then for a slower pass.&lt;br /&gt;
* Test of the Singing Cicada: This test actively penalizes players who cannot play with sound enabled or have hearing issues.  It is the only source of permanent speed, and is set up in such a way that ensures players will keep &amp;quot;playing&amp;quot; the test for a long time to get 14 speed.  Add in things like placing cages where they are only accessible by airship, needing to find 4-7 cages to even set up you own, and it is difficult to get started.  Perhaps add in an option to &amp;quot;buy&amp;quot; a cage from U. Body once a week/month for some non-inconsequential cost.  This would allow players who don't have luck finding cages a chance to still earn points.&lt;br /&gt;
* Test of the Darkest Night: As someone who hates shrooming, I'm not a fan of this test in general.  However, one change I would recommend is having the ability to &amp;quot;refresh&amp;quot; one of the mushroom requirements (changes to a new, random shroom, but you lose any progress you made on the previous one), or having any completed requirements get replaced by a new shroom, with the test passing once you complete 35 mushrooms (by eating 7 of each from the ground).  Every 5 shrooms you complete you get 1 endurance.&lt;br /&gt;
* Test of the Safari: I'm not a fan of scavenger hunts, but this test is ok as it is.  Only complaint is, like the other Body tests, this restricts strength which is a key stat (because its tied to default carry ability).  There's a huge difference between being able to carry 500 weight and 1000 weight.  I would personally make it so that you can get any combination of 28 animals (maybe with a limit of 7 each instead of 4) so that if you have a particular kind you hate hunting (Otters always laughing at me) you don't *have* to do it to pass.&lt;br /&gt;
* Test of the Oyster Catcher : Issue here is that there's programs to perfectly &amp;quot;solve&amp;quot; the oyster beds.  This makes half the test trivial.  The other part, figuring out how to build your necklace, is the fun part.  Like every other body test, I'm not a fan of tying an attribute buff to completion of the test.&lt;br /&gt;
* Test of the Ritual Tattoo: This test is cool in concept.  It can be very time consuming to find the right herb if it is rare.&lt;br /&gt;
&lt;br /&gt;
====Harmony====&lt;br /&gt;
* Principle: This principle seems highly divorced from the reality of the tests in this discipline.  Meeting people is not the same as predicting what other people will do (which is what most of the other tests are about)&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
* Principle: This is an annoyance when server populations are low or mid-telling.  Maybe have the number needed fluctuate based on number of online players or number of players active in the last X days.&lt;br /&gt;
* Test of the Demi-Pharoah: No....this should not be a test.  DP is a big responsibility and has a lot of power with the potential to ban players.  This should not be the goal of a test, and should only be pursued for altruistic reasons (wanting to help the community).  Ideally, Egypt would keep people out of the DP position if they did not have Egypt's best intentions at heart, but people can be fooled.&lt;br /&gt;
* Test of the Kingmaker: This is more of a Harmony test than a leadership one.  I'm not a huge fan of it in general.  &lt;br /&gt;
* Test of Mentorship: Another one that really shouldn't be a test.  There are rewards for mentoring new players that can be redeemed.  That should be enough.&lt;br /&gt;
* Test of the Retired Pirates: This is more of a Thought test than a leadership one.  &lt;br /&gt;
* Test of the Covered Cartouche: This is more of an Arch test than a leadership one.&lt;br /&gt;
* Test of the Beaurocrat: This is a real leadership test, but people being able to overthrow the whole structure is a little off to me.  Maybe require votes or only be able to overthrow those directly above you instead of upsetting the whole beaurocracy.  &lt;br /&gt;
* Test of the Hegemon: ????&lt;br /&gt;
* Test of the Plantation: I'm not sure how I feel about this test.  It seems like a good test, but I'm not sure how leadershippy it is.&lt;br /&gt;
&lt;br /&gt;
====Thought====&lt;br /&gt;
In general, Thought needs some UI improvements.  The various puzzles need an option to pop up a menu or HUD to do the tasks, as well as a better way of finding &amp;quot;recently passed&amp;quot; items for principles than using the Wiki.   Like Art and Music, there's the issue that unless your puzzle is near a CS, you probably won't get as many votes.  Finally, the fact that only those that solve your puzzles get to vote implies that there's incentive to make the puzzles relatively easy, instead of the devilishly hard puzzles this discipline should represent.&lt;br /&gt;
* Principle: I hate this principle.  Either make a Set's ladder not require a Pyramid of the People, or change the goal to another kind of puzzle.&lt;br /&gt;
&lt;br /&gt;
====Worship====&lt;br /&gt;
* Principle: I am not a fan of this principle.  It has the potential for a lot of flavor, but falls flat.  This is always the last principle I complete, as its boring and only takes a few minutes if you work with the right guild.&lt;br /&gt;
&lt;br /&gt;
=== Ideas for New Techs ===&lt;br /&gt;
'''The main issue here here is that we propose techs that do NOT require any new graphic resources.''' - Balthazarr&lt;br /&gt;
* Pollution Abatement and Fertilizer. If we could research techniques that would tie into Ecology. For example, after testing for Soil Acidity, if you had learned this tech, you would know how much Lime would need to be spread to mitigate the Soil Acidity. Thank you Lisanna for the suggestion above. - Balthazarr&lt;br /&gt;
* Forge &amp;amp; Casting Box Timers. A tech that would allow us to upgrade Forge &amp;amp; Casting Boxes with a timer showing how much time is left on a project, they would update like a chariot, when you clicked on the building. Maybe a new glaziers bench option ''Fine Glass Hourglass'' which along with a handful of other materials would enable the upgrade, once the tech was learned. - Balthazarr&lt;br /&gt;
* Greenhouse Technology - Allowing the growing of vegetables, instead of grass. Maybe at 25% of the output of grass. An alternative to offlining or macroing them. - Balthazarr (+1 [[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* Real McCoy Oil-Drip Cup - Allowing the installation of automatic oil dispensers to machines that can be lubricated. Could be Steam Mechanics Level 4. https://en.wikipedia.org/wiki/Elijah_McCoy - Balthazarr&lt;br /&gt;
* Increased capacity Flax Hammocks and/or Drying Racks, either as an initial build (like Greenhouses) or as an upgrade (like Gins), which allow drying of larger amounts (Structure Reinforcement 3?) ([[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* A use for Cocoa, maybe a Chocolate Making Tech, allowing use to make the Chocolates we get from the Snowstorms, OR Better yet new Chocolates that use real world ingredients that we have access to in game; Camel Milk &amp;amp; Cocoa as the base; Royal Jelly, Honey &amp;amp; Indo Honey as a sweetener; Watermelon, Dates, Citrus Fruits &amp;amp; Coconut Meat as Fillers; Grilled Coconut Meat, Peppers, Grilled Peppers, Salt &amp;amp; Logical Herbs (Blueberry Tea Tree, Camelmint, Ginger Root, Ginseng Root, Honey Mint, Ice Mint, Lemondrop, Lemon Grass, Liquorice, Nubian Liquorice, Mountain Mint, Peppermint, Strawberry Tea, Vanilla Tea Tree) as flavorings. It could be set as a static table that gets randomized each tale. Each chocolate would have Cocoa as the base, one sweetener, one filler &amp;amp; one flavoring, with the option to add Camel Milk. - Balthazarr&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
There seem to a number of question showing up about events, I will try and get with nikara (The events team lead) and be better prepared for those questions.&lt;br /&gt;
&lt;br /&gt;
* For Events, instead of one 12-hour marathon, how about 3 or 4 copies of an event, each shorter, and spaced around the clock? This allows people from all different time zones as good of a chance to participate, without people feeling obligated to play for a full 12 hour stretch. Yes, one person could win multiple events. I think most of us are willing to take that chance, though. - Somebob +1 Asnath, +1 Kastou, +1 Balthazarr +1 Spicy&lt;br /&gt;
* Would it be possible to create an auto-exclude list that would allow a player to participate in 1 round but not in others? (if event = herbs with 3 rounds and they collect 1+ herb in round 1, they cannot get credit for round 2 or 3) Or to have the player select in which rounds they want to participate(ala Demi-Pharaoh) - Zhukuram&lt;br /&gt;
* Many players are frustrated with long events, be them 12 or 24 hours long. Similarly they are frustrated with a shorter event that is held at a time inconvenient to them. In some past tales, the same event was run 3 times, with the start time of the second event 8 hours after the first and the third being 16 hours after the first. Is there any chance that this could become the norm? (yes this is a rephrasing of the initial question, just with more details) - Balthazarr&lt;br /&gt;
* There has been lots of confusion during events as to what the rules and guildlines are. Would it be possible to have that information available before the events? Example, if warps are possible, time travel use, etc. - Brucette +1 Spicy, +1 LuluDivine&lt;br /&gt;
** For some events it has even been difficult or impossible to determine what activities would gain points or 'win' the event - can events have a clear set of parameters for what makes a person gain points/advance/win? LuluDivine&lt;br /&gt;
* We have megalopolis for player event announcements (eg digs and acro) but how do you feel about player run events with player provided rewards?  Do you think these are in conflict with official ATITD events (herbing, smoking etc)?  Do you think there might be a way to help players run partially competitive events like T6 '''Bonfires for SETESH''' or '''Great Herb Dump'''?  Running player invented events manually takes at least 3 players who dedicate weeks in preparation and then SETESH shows up and chaos happens. -Zhukuram&lt;br /&gt;
** Increase membership of the events team? ([[User:Silden|Silden]] 10:38, 15 April 2016 (EST))&lt;br /&gt;
* There have been serial on-going events where the story line seems to just die out.  Are there ways to help mitigate collapsed story lines or burned out event teams?  -Zhukuram&lt;br /&gt;
* Some events have top prizes that are worth very little, even to a relatively casual player - is this an intentional choice? - LuluDivine&lt;br /&gt;
* Who is on the Events Team? Is that knowledge secret for some reason? - LuluDivine&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104564</id>
		<title>FiresideChat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104564"/>
		<updated>2016-06-06T19:53:20Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Leadership */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fireside Chat Ideas =&lt;br /&gt;
I am looking to improve some of the aspects of communicating things to the players.  Several people have suggested the idea of a weekly fireside chat around when I run test passings.  I have created a new Microphone Channel called Fireside for the this purpose.  I will accept suggestions here for topics for each week.  I would like to keep the discussion on topic as much as possible with as many questions submitted here before the event.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Why do you want the questions up front and not during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Because historically the ENN chats have started well but got worse the longer they go on.  If I get the questions up front, I can think about the answers and not do quick off the cuff answers that tend to upset someone or another.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Can I have a unicorn?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' No, stop asking.  It was funny the first 200 times, but now you are more likely to get a snarky answer that causes someone to point out that Pluribus is a meany and he shouldn't talk to the players that way.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I submit idea for topics and or Questions that I would like answered.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Add them to the sections below. (+1 any question that you are interested in that was previously posted)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How long will these chats last and is there any chance of taking questions during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' I am shooting to make them about 30 minutes long.  Questions submitted during the event may be answered at my discretion.  Posts that are off topic or meant to just be inflammatory will just be deleted rather than posted.  (Yes it is censorship, deal with it)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I see the discussion as it is happening?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' During the event, just /join Fireside and the microphone channel will be added.  If you can't be in game, it will be logged with the other microphone channels.&lt;br /&gt;
&lt;br /&gt;
== Topic Ideas ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
&lt;br /&gt;
== Questions Per Topic ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
* Would you consider adding vanity titles for passing &amp;gt;7 tests in a discipline (&amp;quot;Pharaoh's Idiot&amp;quot;)? It would encourage some of us to keep playing. -Istwan&lt;br /&gt;
* If the barrier to doing a kickstarter is the time required on your end, why not source ideas from the community and get community involvement in running the campaign?  I've started throwing together some ideas [[Kickstarter|here]] -[[Dresdor|Dresdor]]&lt;br /&gt;
* How large of a team is currently working on ATITD?  What sort of things are you needing help with that the community might be able to step in and assist?  We all love this game and want to see it flourish. -[[Dresdor|Dresdor]]&lt;br /&gt;
* What is the biggest challenge you are seeing in attracting new players to the game? -[[Dresdor|Dresdor]]&lt;br /&gt;
* What percentage of active subscriptions are the full-telling subscription purchases? - [[Dresdor|Dresdor]]&lt;br /&gt;
* (Nerdy Questions)How are you tracking various work items/doing project management for this (and the other) games?  What system (if any) are you using as a code repository? -[[Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* Why can't fertilizer be used to fertilize soil? - Lisanna&lt;br /&gt;
&lt;br /&gt;
=== Existing Test Improvements and Changes ===&lt;br /&gt;
* Some test have rewards, while others do not. Is there any chance to add some reward to every test, even just a small one. - Balthazarr&lt;br /&gt;
** Architecture - Since each passed test allows an addition 14 cells to a compound, this discipline is pretty much covered. Plus the various houses that you can build after passing tests, and Monuments Towers, too.&lt;br /&gt;
** Art - Since each passed test gives an improved Artistic Touch for Blacksmithing, this discipline is pretty much covered.&lt;br /&gt;
** Body - All but Banquet give a stat boost, maybe a Perception boost could be the reward for Banquet. &lt;br /&gt;
** Harmony - Gives no rewards for anything, other than the Offering Vault becoming an oversized warehouse. This is probably do to Harmony being a late addition to the game.&lt;br /&gt;
** Leadership - Gives rewards for 3 tests Hegemon, Demipharaoh &amp;amp; Mentorship. What about some reward for the others?&lt;br /&gt;
** Thought - Gives no rewards for anything. I can think of no reason why this original discipline was left out in the cold.&lt;br /&gt;
*** Maybe something like Artistic Touch for Glassblowing or some sort of boost of that sort. - Balthazarr&lt;br /&gt;
** Worship - Since each passed test increases the yield by 10 barley, this discipline is pretty much covered. Plus a few tests have an extra benefit given to the passers.&lt;br /&gt;
* Bedouin is the only test where the player is ignorant about how near is the goal when it was not reached. In all the others it is known. That could be fixed saying each day in system the 3 (or 4) top scores: the 2 that advanced and one or two more. - Sabuli&lt;br /&gt;
&lt;br /&gt;
=== Test Rebalance For Solo Play Or Consistency ===&lt;br /&gt;
The goal for the game has never been for one player to complete all tests (though this has happened) but there seems to be no consistency in terms of difficulty for a test.  The following rebalance ideas are offered for consideration:&lt;br /&gt;
====Architecture====&lt;br /&gt;
* Principles - Architecture principles is a little time consuming at newbie tech levels (takes a couple hours to grind out all the materials, especially if you don't get things like improved brick racks, hackling rakes, and carpentry shops built in your compound before expanding it).  Improvements recommended here would be to make the expansion smaller, and maybe include building some of the simpler compound buildings.&lt;br /&gt;
* Test of The Obelisk- Instead of making this &amp;quot;tallest wins when held for x time&amp;quot; make it point based like other tests.  If you have the tallest of this type of Obelisk, and are holding power, you earn x points per day.  You earn proportionally less based on how much smaller your obelisk is (exact formula is left to the designer).  In theory, even if you've never had the largest obelisk, you still earn points.  Multiply points by a factor for the type of obelisk (e.g. 1 for desert, 2 for metallic, 3 for cut stone, etc).  The goal is to improve the test for everyone and make things like queues redundant.&lt;br /&gt;
* Throne of the Pharoah- Making this more solo-friendly would be to allow anyone to attach a decoration to the throne.  When done by someone not in that throne's group, the throne group gets a half the normal points, and the soloer gets half the normal points.  Alternatively make it on a timer so that for the first X hours only group members can do this.  Similar to the recommendation for obelisk, make passing based on points instead of best throne wins a pass (or add a secondary pass based on points for those not in a throne group).  &lt;br /&gt;
* Test of Towers has a good balance and is soloable.  No changes recommended at this time.&lt;br /&gt;
* Test of the People's Pyramid - Pyramids take a lot of manpower for one person to get a pass.  Pyramids also provide some small bonuses to Egypt as a whole, so there's no real risk of them not getting built eventually without this test.  My thought is this test should be removed, or its mechanic replaced by some kind of points system for helping build a pyramid (or like other tests, maybe earn points by blessing a pyramid in some way, and whoever has the most points on a given day gets a pass on the test).&lt;br /&gt;
* Test of the Megalopolis - I like the flavor of this test, but I envision this as an ever-growing site.  Restict Megalopoli to one per region.  A Megalopoli is completed when the central building is built, but can be added on to by any player.  Megalopoli can expand indefinitely, and grant benefits to the region they are built in, but a player can only ever add one building to a Megalopolis.  Region Megalopoli should compete with each other, and you earn 1 point per building in your megalopolis per day (from the time you add yours).  The x people with the most points every week pass the test.&lt;br /&gt;
* Test of the Funerary Temple - This test is mostly ok.  I'm not a fan of the overall demand of Raeli tiles in the game, so I'd recommend being able to add other &amp;quot;decorations&amp;quot; to the temple in a similar manner (fish scales might be fun, used in the same way as tiles, as would paint, but worth fewer points).&lt;br /&gt;
* Test of Life - This test works very well the way it is (once the grow attempts vs actual grown counting bug is fixed next telling).  It is possible to &amp;quot;split off&amp;quot; an existing aquaduct and make your own branch (even for one tower and bulk grow your own veggies).  While you can't strictly solo this, you can do a decent job of passing without being involved in the big groups.&lt;br /&gt;
* Test of Seven Phoenix - I don't have much of a comment on this test.  Its ok as is.  It requires group participation to reasonably pass.&lt;br /&gt;
* Test of Octec's Ghost - This is an ok test, but I really don't like it for Architecture.  It doesn't have the right feel for it.&lt;br /&gt;
&lt;br /&gt;
====Art and Music====&lt;br /&gt;
In general, these tests are voting based, and so we have large &amp;quot;galleries&amp;quot; of art near CS.  Failure to put your art there tends to mean you will not pass as quickly as those that do.&lt;br /&gt;
* Principle: This really should be a test on its own, as sculptures are usually very well done.&lt;br /&gt;
&lt;br /&gt;
====Body====&lt;br /&gt;
In general, I'm not a fan of permanent attribute changes being tied to tests.  They should be gained by other means.&lt;br /&gt;
* Principle: This is almost too easy of a principle, and only demonstrates that Body tests involve running around everywhere.&lt;br /&gt;
* Test of the Acrobat: This is a decent test for Body.  I'm not sure there should be any changes here, except maybe better communication that there's no chance you will learn anything from someone.&lt;br /&gt;
* Test of the Archaeologist: Arch. Sites seem to only spawn where people have been, and there's no way to &amp;quot;force&amp;quot; them to occur.  This is really less about archaeology and just a treasure hunt.  Maybe have some change to the test so you have to perform some action to find arch. sites?&lt;br /&gt;
* Test of the Bedouin: I like this test.  You can run around all of egypt if you want to pass quickly or just make sure your nearest 3 altars are annointed by you every now and then for a slower pass.&lt;br /&gt;
* Test of the Singing Cicada: This test actively penalizes players who cannot play with sound enabled or have hearing issues.  It is the only source of permanent speed, and is set up in such a way that ensures players will keep &amp;quot;playing&amp;quot; the test for a long time to get 14 speed.  Add in things like placing cages where they are only accessible by airship, needing to find 4-7 cages to even set up you own, and it is difficult to get started.  Perhaps add in an option to &amp;quot;buy&amp;quot; a cage from U. Body once a week/month for some non-inconsequential cost.  This would allow players who don't have luck finding cages a chance to still earn points.&lt;br /&gt;
* Test of the Darkest Night: As someone who hates shrooming, I'm not a fan of this test in general.  However, one change I would recommend is having the ability to &amp;quot;refresh&amp;quot; one of the mushroom requirements (changes to a new, random shroom, but you lose any progress you made on the previous one), or having any completed requirements get replaced by a new shroom, with the test passing once you complete 35 mushrooms (by eating 7 of each from the ground).  Every 5 shrooms you complete you get 1 endurance.&lt;br /&gt;
* Test of the Safari: I'm not a fan of scavenger hunts, but this test is ok as it is.  Only complaint is, like the other Body tests, this restricts strength which is a key stat (because its tied to default carry ability).  There's a huge difference between being able to carry 500 weight and 1000 weight.  I would personally make it so that you can get any combination of 28 animals (maybe with a limit of 7 each instead of 4) so that if you have a particular kind you hate hunting (Otters always laughing at me) you don't *have* to do it to pass.&lt;br /&gt;
* Test of the Oyster Catcher : Issue here is that there's programs to perfectly &amp;quot;solve&amp;quot; the oyster beds.  This makes half the test trivial.  The other part, figuring out how to build your necklace, is the fun part.  Like every other body test, I'm not a fan of tying an attribute buff to completion of the test.&lt;br /&gt;
* Test of the Ritual Tattoo: This test is cool in concept.  It can be very time consuming to find the right herb if it is rare.&lt;br /&gt;
&lt;br /&gt;
====Harmony====&lt;br /&gt;
* Principle: This principle seems highly divorced from the reality of the tests in this discipline.  Meeting people is not the same as predicting what other people will do (which is what most of the other tests are about)&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
* Principle: This is an annoyance when server populations are low or mid-telling.  Maybe have the number needed fluctuate based on number of online players or number of players active in the last X days.&lt;br /&gt;
* Test of the Demi-Pharoah: No....this should not be a test.  DP is a big responsibility and has a lot of power with the potential to ban players.  This should not be the goal of a test, and should only be pursued for altruistic reasons (wanting to help the community).  Ideally, Egypt would keep people out of the DP position if they did not have Egypt's best intentions at heart, but people can be fooled.&lt;br /&gt;
* Test of the Kingmaker: This is more of a Harmony test than a leadership one.  I'm not a huge fan of it in general.  &lt;br /&gt;
* Test of Mentorship: Another one that really shouldn't be a test.  There are rewards for mentoring new players that can be redeemed.  That should be enough.&lt;br /&gt;
* Test of the Retired Pirates: This is more of a Thought test than a leadership one.  &lt;br /&gt;
* Test of the Covered Cartouche: This is more of an Arch test than a leadership one.&lt;br /&gt;
* Test of the Beaurocrat: This is a real leadership test, but people being able to overthrow the whole structure is a little off to me.  Maybe require votes or only be able to overthrow those directly above you instead of upsetting the whole beaurocracy.  &lt;br /&gt;
* Test of the Hegemon: ????&lt;br /&gt;
* Test of the Plantation: I'm not sure how I feel about this test.  It seems like a good test, but I'm not sure how leadershippy it is.&lt;br /&gt;
&lt;br /&gt;
====Thought====&lt;br /&gt;
In general, Thought needs some UI improvements.  The various puzzles need an option to pop up a menu or HUD to do the tasks, as well as a better way of finding &amp;quot;recently passed&amp;quot; items for principles than using the Wiki.   Like Art and Music, there's the issue that unless your puzzle is near a CS, you probably won't get as many votes.  Finally, the fact that only those that solve your puzzles get to vote implies that there's incentive to make the puzzles relatively easy, instead of the devilishly hard puzzles this discipline should represent.&lt;br /&gt;
* Principle: I hate this principle.  Either make a Set's ladder not require a Pyramid of the People, or change the goal to another kind of puzzle.&lt;br /&gt;
&lt;br /&gt;
====Worship====&lt;br /&gt;
* Principle: I am not a fan of this principle.  It has the potential for a lot of flavor, but falls flat.  This is always the last principle I complete, as its boring and only takes a few minutes if you work with the right guild.&lt;br /&gt;
&lt;br /&gt;
=== Ideas for New Techs ===&lt;br /&gt;
'''The main issue here here is that we propose techs that do NOT require any new graphic resources.''' - Balthazarr&lt;br /&gt;
* Pollution Abatement and Fertilizer. If we could research techniques that would tie into Ecology. For example, after testing for Soil Acidity, if you had learned this tech, you would know how much Lime would need to be spread to mitigate the Soil Acidity. Thank you Lisanna for the suggestion above. - Balthazarr&lt;br /&gt;
* Forge &amp;amp; Casting Box Timers. A tech that would allow us to upgrade Forge &amp;amp; Casting Boxes with a timer showing how much time is left on a project, they would update like a chariot, when you clicked on the building. Maybe a new glaziers bench option ''Fine Glass Hourglass'' which along with a handful of other materials would enable the upgrade, once the tech was learned. - Balthazarr&lt;br /&gt;
* Greenhouse Technology - Allowing the growing of vegetables, instead of grass. Maybe at 25% of the output of grass. An alternative to offlining or macroing them. - Balthazarr (+1 [[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* Real McCoy Oil-Drip Cup - Allowing the installation of automatic oil dispensers to machines that can be lubricated. Could be Steam Mechanics Level 4. https://en.wikipedia.org/wiki/Elijah_McCoy - Balthazarr&lt;br /&gt;
* Increased capacity Flax Hammocks and/or Drying Racks, either as an initial build (like Greenhouses) or as an upgrade (like Gins), which allow drying of larger amounts (Structure Reinforcement 3?) ([[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* A use for Cocoa, maybe a Chocolate Making Tech, allowing use to make the Chocolates we get from the Snowstorms, OR Better yet new Chocolates that use real world ingredients that we have access to in game; Camel Milk &amp;amp; Cocoa as the base; Royal Jelly, Honey &amp;amp; Indo Honey as a sweetener; Watermelon, Dates, Citrus Fruits &amp;amp; Coconut Meat as Fillers; Grilled Coconut Meat, Peppers, Grilled Peppers, Salt &amp;amp; Logical Herbs (Blueberry Tea Tree, Camelmint, Ginger Root, Ginseng Root, Honey Mint, Ice Mint, Lemondrop, Lemon Grass, Liquorice, Nubian Liquorice, Mountain Mint, Peppermint, Strawberry Tea, Vanilla Tea Tree) as flavorings. It could be set as a static table that gets randomized each tale. Each chocolate would have Cocoa as the base, one sweetener, one filler &amp;amp; one flavoring, with the option to add Camel Milk. - Balthazarr&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
There seem to a number of question showing up about events, I will try and get with nikara (The events team lead) and be better prepared for those questions.&lt;br /&gt;
&lt;br /&gt;
* For Events, instead of one 12-hour marathon, how about 3 or 4 copies of an event, each shorter, and spaced around the clock? This allows people from all different time zones as good of a chance to participate, without people feeling obligated to play for a full 12 hour stretch. Yes, one person could win multiple events. I think most of us are willing to take that chance, though. - Somebob +1 Asnath, +1 Kastou, +1 Balthazarr +1 Spicy&lt;br /&gt;
* Would it be possible to create an auto-exclude list that would allow a player to participate in 1 round but not in others? (if event = herbs with 3 rounds and they collect 1+ herb in round 1, they cannot get credit for round 2 or 3) Or to have the player select in which rounds they want to participate(ala Demi-Pharaoh) - Zhukuram&lt;br /&gt;
* Many players are frustrated with long events, be them 12 or 24 hours long. Similarly they are frustrated with a shorter event that is held at a time inconvenient to them. In some past tales, the same event was run 3 times, with the start time of the second event 8 hours after the first and the third being 16 hours after the first. Is there any chance that this could become the norm? (yes this is a rephrasing of the initial question, just with more details) - Balthazarr&lt;br /&gt;
* There has been lots of confusion during events as to what the rules and guildlines are. Would it be possible to have that information available before the events? Example, if warps are possible, time travel use, etc. - Brucette +1 Spicy, +1 LuluDivine&lt;br /&gt;
** For some events it has even been difficult or impossible to determine what activities would gain points or 'win' the event - can events have a clear set of parameters for what makes a person gain points/advance/win? LuluDivine&lt;br /&gt;
* We have megalopolis for player event announcements (eg digs and acro) but how do you feel about player run events with player provided rewards?  Do you think these are in conflict with official ATITD events (herbing, smoking etc)?  Do you think there might be a way to help players run partially competitive events like T6 '''Bonfires for SETESH''' or '''Great Herb Dump'''?  Running player invented events manually takes at least 3 players who dedicate weeks in preparation and then SETESH shows up and chaos happens. -Zhukuram&lt;br /&gt;
** Increase membership of the events team? ([[User:Silden|Silden]] 10:38, 15 April 2016 (EST))&lt;br /&gt;
* There have been serial on-going events where the story line seems to just die out.  Are there ways to help mitigate collapsed story lines or burned out event teams?  -Zhukuram&lt;br /&gt;
* Some events have top prizes that are worth very little, even to a relatively casual player - is this an intentional choice? - LuluDivine&lt;br /&gt;
* Who is on the Events Team? Is that knowledge secret for some reason? - LuluDivine&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104563</id>
		<title>FiresideChat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104563"/>
		<updated>2016-06-06T19:48:07Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Body */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fireside Chat Ideas =&lt;br /&gt;
I am looking to improve some of the aspects of communicating things to the players.  Several people have suggested the idea of a weekly fireside chat around when I run test passings.  I have created a new Microphone Channel called Fireside for the this purpose.  I will accept suggestions here for topics for each week.  I would like to keep the discussion on topic as much as possible with as many questions submitted here before the event.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Why do you want the questions up front and not during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Because historically the ENN chats have started well but got worse the longer they go on.  If I get the questions up front, I can think about the answers and not do quick off the cuff answers that tend to upset someone or another.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Can I have a unicorn?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' No, stop asking.  It was funny the first 200 times, but now you are more likely to get a snarky answer that causes someone to point out that Pluribus is a meany and he shouldn't talk to the players that way.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I submit idea for topics and or Questions that I would like answered.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Add them to the sections below. (+1 any question that you are interested in that was previously posted)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How long will these chats last and is there any chance of taking questions during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' I am shooting to make them about 30 minutes long.  Questions submitted during the event may be answered at my discretion.  Posts that are off topic or meant to just be inflammatory will just be deleted rather than posted.  (Yes it is censorship, deal with it)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I see the discussion as it is happening?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' During the event, just /join Fireside and the microphone channel will be added.  If you can't be in game, it will be logged with the other microphone channels.&lt;br /&gt;
&lt;br /&gt;
== Topic Ideas ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
&lt;br /&gt;
== Questions Per Topic ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
* Would you consider adding vanity titles for passing &amp;gt;7 tests in a discipline (&amp;quot;Pharaoh's Idiot&amp;quot;)? It would encourage some of us to keep playing. -Istwan&lt;br /&gt;
* If the barrier to doing a kickstarter is the time required on your end, why not source ideas from the community and get community involvement in running the campaign?  I've started throwing together some ideas [[Kickstarter|here]] -[[Dresdor|Dresdor]]&lt;br /&gt;
* How large of a team is currently working on ATITD?  What sort of things are you needing help with that the community might be able to step in and assist?  We all love this game and want to see it flourish. -[[Dresdor|Dresdor]]&lt;br /&gt;
* What is the biggest challenge you are seeing in attracting new players to the game? -[[Dresdor|Dresdor]]&lt;br /&gt;
* What percentage of active subscriptions are the full-telling subscription purchases? - [[Dresdor|Dresdor]]&lt;br /&gt;
* (Nerdy Questions)How are you tracking various work items/doing project management for this (and the other) games?  What system (if any) are you using as a code repository? -[[Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* Why can't fertilizer be used to fertilize soil? - Lisanna&lt;br /&gt;
&lt;br /&gt;
=== Existing Test Improvements and Changes ===&lt;br /&gt;
* Some test have rewards, while others do not. Is there any chance to add some reward to every test, even just a small one. - Balthazarr&lt;br /&gt;
** Architecture - Since each passed test allows an addition 14 cells to a compound, this discipline is pretty much covered. Plus the various houses that you can build after passing tests, and Monuments Towers, too.&lt;br /&gt;
** Art - Since each passed test gives an improved Artistic Touch for Blacksmithing, this discipline is pretty much covered.&lt;br /&gt;
** Body - All but Banquet give a stat boost, maybe a Perception boost could be the reward for Banquet. &lt;br /&gt;
** Harmony - Gives no rewards for anything, other than the Offering Vault becoming an oversized warehouse. This is probably do to Harmony being a late addition to the game.&lt;br /&gt;
** Leadership - Gives rewards for 3 tests Hegemon, Demipharaoh &amp;amp; Mentorship. What about some reward for the others?&lt;br /&gt;
** Thought - Gives no rewards for anything. I can think of no reason why this original discipline was left out in the cold.&lt;br /&gt;
*** Maybe something like Artistic Touch for Glassblowing or some sort of boost of that sort. - Balthazarr&lt;br /&gt;
** Worship - Since each passed test increases the yield by 10 barley, this discipline is pretty much covered. Plus a few tests have an extra benefit given to the passers.&lt;br /&gt;
* Bedouin is the only test where the player is ignorant about how near is the goal when it was not reached. In all the others it is known. That could be fixed saying each day in system the 3 (or 4) top scores: the 2 that advanced and one or two more. - Sabuli&lt;br /&gt;
&lt;br /&gt;
=== Test Rebalance For Solo Play Or Consistency ===&lt;br /&gt;
The goal for the game has never been for one player to complete all tests (though this has happened) but there seems to be no consistency in terms of difficulty for a test.  The following rebalance ideas are offered for consideration:&lt;br /&gt;
====Architecture====&lt;br /&gt;
* Principles - Architecture principles is a little time consuming at newbie tech levels (takes a couple hours to grind out all the materials, especially if you don't get things like improved brick racks, hackling rakes, and carpentry shops built in your compound before expanding it).  Improvements recommended here would be to make the expansion smaller, and maybe include building some of the simpler compound buildings.&lt;br /&gt;
* Test of The Obelisk- Instead of making this &amp;quot;tallest wins when held for x time&amp;quot; make it point based like other tests.  If you have the tallest of this type of Obelisk, and are holding power, you earn x points per day.  You earn proportionally less based on how much smaller your obelisk is (exact formula is left to the designer).  In theory, even if you've never had the largest obelisk, you still earn points.  Multiply points by a factor for the type of obelisk (e.g. 1 for desert, 2 for metallic, 3 for cut stone, etc).  The goal is to improve the test for everyone and make things like queues redundant.&lt;br /&gt;
* Throne of the Pharoah- Making this more solo-friendly would be to allow anyone to attach a decoration to the throne.  When done by someone not in that throne's group, the throne group gets a half the normal points, and the soloer gets half the normal points.  Alternatively make it on a timer so that for the first X hours only group members can do this.  Similar to the recommendation for obelisk, make passing based on points instead of best throne wins a pass (or add a secondary pass based on points for those not in a throne group).  &lt;br /&gt;
* Test of Towers has a good balance and is soloable.  No changes recommended at this time.&lt;br /&gt;
* Test of the People's Pyramid - Pyramids take a lot of manpower for one person to get a pass.  Pyramids also provide some small bonuses to Egypt as a whole, so there's no real risk of them not getting built eventually without this test.  My thought is this test should be removed, or its mechanic replaced by some kind of points system for helping build a pyramid (or like other tests, maybe earn points by blessing a pyramid in some way, and whoever has the most points on a given day gets a pass on the test).&lt;br /&gt;
* Test of the Megalopolis - I like the flavor of this test, but I envision this as an ever-growing site.  Restict Megalopoli to one per region.  A Megalopoli is completed when the central building is built, but can be added on to by any player.  Megalopoli can expand indefinitely, and grant benefits to the region they are built in, but a player can only ever add one building to a Megalopolis.  Region Megalopoli should compete with each other, and you earn 1 point per building in your megalopolis per day (from the time you add yours).  The x people with the most points every week pass the test.&lt;br /&gt;
* Test of the Funerary Temple - This test is mostly ok.  I'm not a fan of the overall demand of Raeli tiles in the game, so I'd recommend being able to add other &amp;quot;decorations&amp;quot; to the temple in a similar manner (fish scales might be fun, used in the same way as tiles, as would paint, but worth fewer points).&lt;br /&gt;
* Test of Life - This test works very well the way it is (once the grow attempts vs actual grown counting bug is fixed next telling).  It is possible to &amp;quot;split off&amp;quot; an existing aquaduct and make your own branch (even for one tower and bulk grow your own veggies).  While you can't strictly solo this, you can do a decent job of passing without being involved in the big groups.&lt;br /&gt;
* Test of Seven Phoenix - I don't have much of a comment on this test.  Its ok as is.  It requires group participation to reasonably pass.&lt;br /&gt;
* Test of Octec's Ghost - This is an ok test, but I really don't like it for Architecture.  It doesn't have the right feel for it.&lt;br /&gt;
&lt;br /&gt;
====Art and Music====&lt;br /&gt;
In general, these tests are voting based, and so we have large &amp;quot;galleries&amp;quot; of art near CS.  Failure to put your art there tends to mean you will not pass as quickly as those that do.&lt;br /&gt;
* Principle: This really should be a test on its own, as sculptures are usually very well done.&lt;br /&gt;
&lt;br /&gt;
====Body====&lt;br /&gt;
In general, I'm not a fan of permanent attribute changes being tied to tests.  They should be gained by other means.&lt;br /&gt;
* Principle: This is almost too easy of a principle, and only demonstrates that Body tests involve running around everywhere.&lt;br /&gt;
* Test of the Acrobat: This is a decent test for Body.  I'm not sure there should be any changes here, except maybe better communication that there's no chance you will learn anything from someone.&lt;br /&gt;
* Test of the Archaeologist: Arch. Sites seem to only spawn where people have been, and there's no way to &amp;quot;force&amp;quot; them to occur.  This is really less about archaeology and just a treasure hunt.  Maybe have some change to the test so you have to perform some action to find arch. sites?&lt;br /&gt;
* Test of the Bedouin: I like this test.  You can run around all of egypt if you want to pass quickly or just make sure your nearest 3 altars are annointed by you every now and then for a slower pass.&lt;br /&gt;
* Test of the Singing Cicada: This test actively penalizes players who cannot play with sound enabled or have hearing issues.  It is the only source of permanent speed, and is set up in such a way that ensures players will keep &amp;quot;playing&amp;quot; the test for a long time to get 14 speed.  Add in things like placing cages where they are only accessible by airship, needing to find 4-7 cages to even set up you own, and it is difficult to get started.  Perhaps add in an option to &amp;quot;buy&amp;quot; a cage from U. Body once a week/month for some non-inconsequential cost.  This would allow players who don't have luck finding cages a chance to still earn points.&lt;br /&gt;
* Test of the Darkest Night: As someone who hates shrooming, I'm not a fan of this test in general.  However, one change I would recommend is having the ability to &amp;quot;refresh&amp;quot; one of the mushroom requirements (changes to a new, random shroom, but you lose any progress you made on the previous one), or having any completed requirements get replaced by a new shroom, with the test passing once you complete 35 mushrooms (by eating 7 of each from the ground).  Every 5 shrooms you complete you get 1 endurance.&lt;br /&gt;
* Test of the Safari: I'm not a fan of scavenger hunts, but this test is ok as it is.  Only complaint is, like the other Body tests, this restricts strength which is a key stat (because its tied to default carry ability).  There's a huge difference between being able to carry 500 weight and 1000 weight.  I would personally make it so that you can get any combination of 28 animals (maybe with a limit of 7 each instead of 4) so that if you have a particular kind you hate hunting (Otters always laughing at me) you don't *have* to do it to pass.&lt;br /&gt;
* Test of the Oyster Catcher : Issue here is that there's programs to perfectly &amp;quot;solve&amp;quot; the oyster beds.  This makes half the test trivial.  The other part, figuring out how to build your necklace, is the fun part.  Like every other body test, I'm not a fan of tying an attribute buff to completion of the test.&lt;br /&gt;
* Test of the Ritual Tattoo: This test is cool in concept.  It can be very time consuming to find the right herb if it is rare.&lt;br /&gt;
&lt;br /&gt;
====Harmony====&lt;br /&gt;
* Principle: This principle seems highly divorced from the reality of the tests in this discipline.  Meeting people is not the same as predicting what other people will do (which is what most of the other tests are about)&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
* Principle: This is an annoyance when server populations are low or mid-telling.  Maybe have the number needed fluctuate based on number of online players or number of players active in the last X days.&lt;br /&gt;
&lt;br /&gt;
====Thought====&lt;br /&gt;
In general, Thought needs some UI improvements.  The various puzzles need an option to pop up a menu or HUD to do the tasks, as well as a better way of finding &amp;quot;recently passed&amp;quot; items for principles than using the Wiki.   Like Art and Music, there's the issue that unless your puzzle is near a CS, you probably won't get as many votes.  Finally, the fact that only those that solve your puzzles get to vote implies that there's incentive to make the puzzles relatively easy, instead of the devilishly hard puzzles this discipline should represent.&lt;br /&gt;
* Principle: I hate this principle.  Either make a Set's ladder not require a Pyramid of the People, or change the goal to another kind of puzzle.&lt;br /&gt;
&lt;br /&gt;
====Worship====&lt;br /&gt;
* Principle: I am not a fan of this principle.  It has the potential for a lot of flavor, but falls flat.  This is always the last principle I complete, as its boring and only takes a few minutes if you work with the right guild.&lt;br /&gt;
&lt;br /&gt;
=== Ideas for New Techs ===&lt;br /&gt;
'''The main issue here here is that we propose techs that do NOT require any new graphic resources.''' - Balthazarr&lt;br /&gt;
* Pollution Abatement and Fertilizer. If we could research techniques that would tie into Ecology. For example, after testing for Soil Acidity, if you had learned this tech, you would know how much Lime would need to be spread to mitigate the Soil Acidity. Thank you Lisanna for the suggestion above. - Balthazarr&lt;br /&gt;
* Forge &amp;amp; Casting Box Timers. A tech that would allow us to upgrade Forge &amp;amp; Casting Boxes with a timer showing how much time is left on a project, they would update like a chariot, when you clicked on the building. Maybe a new glaziers bench option ''Fine Glass Hourglass'' which along with a handful of other materials would enable the upgrade, once the tech was learned. - Balthazarr&lt;br /&gt;
* Greenhouse Technology - Allowing the growing of vegetables, instead of grass. Maybe at 25% of the output of grass. An alternative to offlining or macroing them. - Balthazarr (+1 [[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* Real McCoy Oil-Drip Cup - Allowing the installation of automatic oil dispensers to machines that can be lubricated. Could be Steam Mechanics Level 4. https://en.wikipedia.org/wiki/Elijah_McCoy - Balthazarr&lt;br /&gt;
* Increased capacity Flax Hammocks and/or Drying Racks, either as an initial build (like Greenhouses) or as an upgrade (like Gins), which allow drying of larger amounts (Structure Reinforcement 3?) ([[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* A use for Cocoa, maybe a Chocolate Making Tech, allowing use to make the Chocolates we get from the Snowstorms, OR Better yet new Chocolates that use real world ingredients that we have access to in game; Camel Milk &amp;amp; Cocoa as the base; Royal Jelly, Honey &amp;amp; Indo Honey as a sweetener; Watermelon, Dates, Citrus Fruits &amp;amp; Coconut Meat as Fillers; Grilled Coconut Meat, Peppers, Grilled Peppers, Salt &amp;amp; Logical Herbs (Blueberry Tea Tree, Camelmint, Ginger Root, Ginseng Root, Honey Mint, Ice Mint, Lemondrop, Lemon Grass, Liquorice, Nubian Liquorice, Mountain Mint, Peppermint, Strawberry Tea, Vanilla Tea Tree) as flavorings. It could be set as a static table that gets randomized each tale. Each chocolate would have Cocoa as the base, one sweetener, one filler &amp;amp; one flavoring, with the option to add Camel Milk. - Balthazarr&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
There seem to a number of question showing up about events, I will try and get with nikara (The events team lead) and be better prepared for those questions.&lt;br /&gt;
&lt;br /&gt;
* For Events, instead of one 12-hour marathon, how about 3 or 4 copies of an event, each shorter, and spaced around the clock? This allows people from all different time zones as good of a chance to participate, without people feeling obligated to play for a full 12 hour stretch. Yes, one person could win multiple events. I think most of us are willing to take that chance, though. - Somebob +1 Asnath, +1 Kastou, +1 Balthazarr +1 Spicy&lt;br /&gt;
* Would it be possible to create an auto-exclude list that would allow a player to participate in 1 round but not in others? (if event = herbs with 3 rounds and they collect 1+ herb in round 1, they cannot get credit for round 2 or 3) Or to have the player select in which rounds they want to participate(ala Demi-Pharaoh) - Zhukuram&lt;br /&gt;
* Many players are frustrated with long events, be them 12 or 24 hours long. Similarly they are frustrated with a shorter event that is held at a time inconvenient to them. In some past tales, the same event was run 3 times, with the start time of the second event 8 hours after the first and the third being 16 hours after the first. Is there any chance that this could become the norm? (yes this is a rephrasing of the initial question, just with more details) - Balthazarr&lt;br /&gt;
* There has been lots of confusion during events as to what the rules and guildlines are. Would it be possible to have that information available before the events? Example, if warps are possible, time travel use, etc. - Brucette +1 Spicy, +1 LuluDivine&lt;br /&gt;
** For some events it has even been difficult or impossible to determine what activities would gain points or 'win' the event - can events have a clear set of parameters for what makes a person gain points/advance/win? LuluDivine&lt;br /&gt;
* We have megalopolis for player event announcements (eg digs and acro) but how do you feel about player run events with player provided rewards?  Do you think these are in conflict with official ATITD events (herbing, smoking etc)?  Do you think there might be a way to help players run partially competitive events like T6 '''Bonfires for SETESH''' or '''Great Herb Dump'''?  Running player invented events manually takes at least 3 players who dedicate weeks in preparation and then SETESH shows up and chaos happens. -Zhukuram&lt;br /&gt;
** Increase membership of the events team? ([[User:Silden|Silden]] 10:38, 15 April 2016 (EST))&lt;br /&gt;
* There have been serial on-going events where the story line seems to just die out.  Are there ways to help mitigate collapsed story lines or burned out event teams?  -Zhukuram&lt;br /&gt;
* Some events have top prizes that are worth very little, even to a relatively casual player - is this an intentional choice? - LuluDivine&lt;br /&gt;
* Who is on the Events Team? Is that knowledge secret for some reason? - LuluDivine&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104561</id>
		<title>FiresideChat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104561"/>
		<updated>2016-06-06T19:27:40Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fireside Chat Ideas =&lt;br /&gt;
I am looking to improve some of the aspects of communicating things to the players.  Several people have suggested the idea of a weekly fireside chat around when I run test passings.  I have created a new Microphone Channel called Fireside for the this purpose.  I will accept suggestions here for topics for each week.  I would like to keep the discussion on topic as much as possible with as many questions submitted here before the event.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Why do you want the questions up front and not during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Because historically the ENN chats have started well but got worse the longer they go on.  If I get the questions up front, I can think about the answers and not do quick off the cuff answers that tend to upset someone or another.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Can I have a unicorn?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' No, stop asking.  It was funny the first 200 times, but now you are more likely to get a snarky answer that causes someone to point out that Pluribus is a meany and he shouldn't talk to the players that way.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I submit idea for topics and or Questions that I would like answered.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Add them to the sections below. (+1 any question that you are interested in that was previously posted)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How long will these chats last and is there any chance of taking questions during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' I am shooting to make them about 30 minutes long.  Questions submitted during the event may be answered at my discretion.  Posts that are off topic or meant to just be inflammatory will just be deleted rather than posted.  (Yes it is censorship, deal with it)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I see the discussion as it is happening?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' During the event, just /join Fireside and the microphone channel will be added.  If you can't be in game, it will be logged with the other microphone channels.&lt;br /&gt;
&lt;br /&gt;
== Topic Ideas ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
&lt;br /&gt;
== Questions Per Topic ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
* Would you consider adding vanity titles for passing &amp;gt;7 tests in a discipline (&amp;quot;Pharaoh's Idiot&amp;quot;)? It would encourage some of us to keep playing. -Istwan&lt;br /&gt;
* If the barrier to doing a kickstarter is the time required on your end, why not source ideas from the community and get community involvement in running the campaign?  I've started throwing together some ideas [[Kickstarter|here]] -[[Dresdor|Dresdor]]&lt;br /&gt;
* How large of a team is currently working on ATITD?  What sort of things are you needing help with that the community might be able to step in and assist?  We all love this game and want to see it flourish. -[[Dresdor|Dresdor]]&lt;br /&gt;
* What is the biggest challenge you are seeing in attracting new players to the game? -[[Dresdor|Dresdor]]&lt;br /&gt;
* What percentage of active subscriptions are the full-telling subscription purchases? - [[Dresdor|Dresdor]]&lt;br /&gt;
* (Nerdy Questions)How are you tracking various work items/doing project management for this (and the other) games?  What system (if any) are you using as a code repository? -[[Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* Why can't fertilizer be used to fertilize soil? - Lisanna&lt;br /&gt;
&lt;br /&gt;
=== Existing Test Improvements and Changes ===&lt;br /&gt;
* Some test have rewards, while others do not. Is there any chance to add some reward to every test, even just a small one. - Balthazarr&lt;br /&gt;
** Architecture - Since each passed test allows an addition 14 cells to a compound, this discipline is pretty much covered. Plus the various houses that you can build after passing tests, and Monuments Towers, too.&lt;br /&gt;
** Art - Since each passed test gives an improved Artistic Touch for Blacksmithing, this discipline is pretty much covered.&lt;br /&gt;
** Body - All but Banquet give a stat boost, maybe a Perception boost could be the reward for Banquet. &lt;br /&gt;
** Harmony - Gives no rewards for anything, other than the Offering Vault becoming an oversized warehouse. This is probably do to Harmony being a late addition to the game.&lt;br /&gt;
** Leadership - Gives rewards for 3 tests Hegemon, Demipharaoh &amp;amp; Mentorship. What about some reward for the others?&lt;br /&gt;
** Thought - Gives no rewards for anything. I can think of no reason why this original discipline was left out in the cold.&lt;br /&gt;
*** Maybe something like Artistic Touch for Glassblowing or some sort of boost of that sort. - Balthazarr&lt;br /&gt;
** Worship - Since each passed test increases the yield by 10 barley, this discipline is pretty much covered. Plus a few tests have an extra benefit given to the passers.&lt;br /&gt;
* Bedouin is the only test where the player is ignorant about how near is the goal when it was not reached. In all the others it is known. That could be fixed saying each day in system the 3 (or 4) top scores: the 2 that advanced and one or two more. - Sabuli&lt;br /&gt;
&lt;br /&gt;
=== Test Rebalance For Solo Play Or Consistency ===&lt;br /&gt;
The goal for the game has never been for one player to complete all tests (though this has happened) but there seems to be no consistency in terms of difficulty for a test.  The following rebalance ideas are offered for consideration:&lt;br /&gt;
====Architecture====&lt;br /&gt;
* Principles - Architecture principles is a little time consuming at newbie tech levels (takes a couple hours to grind out all the materials, especially if you don't get things like improved brick racks, hackling rakes, and carpentry shops built in your compound before expanding it).  Improvements recommended here would be to make the expansion smaller, and maybe include building some of the simpler compound buildings.&lt;br /&gt;
* Test of The Obelisk- Instead of making this &amp;quot;tallest wins when held for x time&amp;quot; make it point based like other tests.  If you have the tallest of this type of Obelisk, and are holding power, you earn x points per day.  You earn proportionally less based on how much smaller your obelisk is (exact formula is left to the designer).  In theory, even if you've never had the largest obelisk, you still earn points.  Multiply points by a factor for the type of obelisk (e.g. 1 for desert, 2 for metallic, 3 for cut stone, etc).  The goal is to improve the test for everyone and make things like queues redundant.&lt;br /&gt;
* Throne of the Pharoah- Making this more solo-friendly would be to allow anyone to attach a decoration to the throne.  When done by someone not in that throne's group, the throne group gets a half the normal points, and the soloer gets half the normal points.  Alternatively make it on a timer so that for the first X hours only group members can do this.  Similar to the recommendation for obelisk, make passing based on points instead of best throne wins a pass (or add a secondary pass based on points for those not in a throne group).  &lt;br /&gt;
* Test of Towers has a good balance and is soloable.  No changes recommended at this time.&lt;br /&gt;
* Test of the People's Pyramid - Pyramids take a lot of manpower for one person to get a pass.  Pyramids also provide some small bonuses to Egypt as a whole, so there's no real risk of them not getting built eventually without this test.  My thought is this test should be removed, or its mechanic replaced by some kind of points system for helping build a pyramid (or like other tests, maybe earn points by blessing a pyramid in some way, and whoever has the most points on a given day gets a pass on the test).&lt;br /&gt;
* Test of the Megalopolis - I like the flavor of this test, but I envision this as an ever-growing site.  Restict Megalopoli to one per region.  A Megalopoli is completed when the central building is built, but can be added on to by any player.  Megalopoli can expand indefinitely, and grant benefits to the region they are built in, but a player can only ever add one building to a Megalopolis.  Region Megalopoli should compete with each other, and you earn 1 point per building in your megalopolis per day (from the time you add yours).  The x people with the most points every week pass the test.&lt;br /&gt;
* Test of the Funerary Temple - This test is mostly ok.  I'm not a fan of the overall demand of Raeli tiles in the game, so I'd recommend being able to add other &amp;quot;decorations&amp;quot; to the temple in a similar manner (fish scales might be fun, used in the same way as tiles, as would paint, but worth fewer points).&lt;br /&gt;
* Test of Life - This test works very well the way it is (once the grow attempts vs actual grown counting bug is fixed next telling).  It is possible to &amp;quot;split off&amp;quot; an existing aquaduct and make your own branch (even for one tower and bulk grow your own veggies).  While you can't strictly solo this, you can do a decent job of passing without being involved in the big groups.&lt;br /&gt;
* Test of Seven Phoenix - I don't have much of a comment on this test.  Its ok as is.  It requires group participation to reasonably pass.&lt;br /&gt;
* Test of Octec's Ghost - This is an ok test, but I really don't like it for Architecture.  It doesn't have the right feel for it.&lt;br /&gt;
&lt;br /&gt;
====Art and Music====&lt;br /&gt;
In general, these tests are voting based, and so we have large &amp;quot;galleries&amp;quot; of art near CS.  Failure to put your art there tends to mean you will not pass as quickly as those that do.&lt;br /&gt;
* Principle: This really should be a test on its own, as sculptures are usually very well done.&lt;br /&gt;
&lt;br /&gt;
====Body====&lt;br /&gt;
* Principle: This is almost too easy of a principle, and only demonstrates that Body tests involve running around everywhere.  &lt;br /&gt;
&lt;br /&gt;
====Harmony====&lt;br /&gt;
* Principle: This principle seems highly divorced from the reality of the tests in this discipline.  Meeting people is not the same as predicting what other people will do (which is what most of the other tests are about)&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
* Principle: This is an annoyance when server populations are low or mid-telling.  Maybe have the number needed fluctuate based on number of online players or number of players active in the last X days.&lt;br /&gt;
&lt;br /&gt;
====Thought====&lt;br /&gt;
In general, Thought needs some UI improvements.  The various puzzles need an option to pop up a menu or HUD to do the tasks, as well as a better way of finding &amp;quot;recently passed&amp;quot; items for principles than using the Wiki.   Like Art and Music, there's the issue that unless your puzzle is near a CS, you probably won't get as many votes.  Finally, the fact that only those that solve your puzzles get to vote implies that there's incentive to make the puzzles relatively easy, instead of the devilishly hard puzzles this discipline should represent.&lt;br /&gt;
* Principle: I hate this principle.  Either make a Set's ladder not require a Pyramid of the People, or change the goal to another kind of puzzle.&lt;br /&gt;
&lt;br /&gt;
====Worship====&lt;br /&gt;
* Principle: I am not a fan of this principle.  It has the potential for a lot of flavor, but falls flat.  This is always the last principle I complete, as its boring and only takes a few minutes if you work with the right guild.&lt;br /&gt;
&lt;br /&gt;
=== Ideas for New Techs ===&lt;br /&gt;
'''The main issue here here is that we propose techs that do NOT require any new graphic resources.''' - Balthazarr&lt;br /&gt;
* Pollution Abatement and Fertilizer. If we could research techniques that would tie into Ecology. For example, after testing for Soil Acidity, if you had learned this tech, you would know how much Lime would need to be spread to mitigate the Soil Acidity. Thank you Lisanna for the suggestion above. - Balthazarr&lt;br /&gt;
* Forge &amp;amp; Casting Box Timers. A tech that would allow us to upgrade Forge &amp;amp; Casting Boxes with a timer showing how much time is left on a project, they would update like a chariot, when you clicked on the building. Maybe a new glaziers bench option ''Fine Glass Hourglass'' which along with a handful of other materials would enable the upgrade, once the tech was learned. - Balthazarr&lt;br /&gt;
* Greenhouse Technology - Allowing the growing of vegetables, instead of grass. Maybe at 25% of the output of grass. An alternative to offlining or macroing them. - Balthazarr (+1 [[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* Real McCoy Oil-Drip Cup - Allowing the installation of automatic oil dispensers to machines that can be lubricated. Could be Steam Mechanics Level 4. https://en.wikipedia.org/wiki/Elijah_McCoy - Balthazarr&lt;br /&gt;
* Increased capacity Flax Hammocks and/or Drying Racks, either as an initial build (like Greenhouses) or as an upgrade (like Gins), which allow drying of larger amounts (Structure Reinforcement 3?) ([[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* A use for Cocoa, maybe a Chocolate Making Tech, allowing use to make the Chocolates we get from the Snowstorms, OR Better yet new Chocolates that use real world ingredients that we have access to in game; Camel Milk &amp;amp; Cocoa as the base; Royal Jelly, Honey &amp;amp; Indo Honey as a sweetener; Watermelon, Dates, Citrus Fruits &amp;amp; Coconut Meat as Fillers; Grilled Coconut Meat, Peppers, Grilled Peppers, Salt &amp;amp; Logical Herbs (Blueberry Tea Tree, Camelmint, Ginger Root, Ginseng Root, Honey Mint, Ice Mint, Lemondrop, Lemon Grass, Liquorice, Nubian Liquorice, Mountain Mint, Peppermint, Strawberry Tea, Vanilla Tea Tree) as flavorings. It could be set as a static table that gets randomized each tale. Each chocolate would have Cocoa as the base, one sweetener, one filler &amp;amp; one flavoring, with the option to add Camel Milk. - Balthazarr&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
There seem to a number of question showing up about events, I will try and get with nikara (The events team lead) and be better prepared for those questions.&lt;br /&gt;
&lt;br /&gt;
* For Events, instead of one 12-hour marathon, how about 3 or 4 copies of an event, each shorter, and spaced around the clock? This allows people from all different time zones as good of a chance to participate, without people feeling obligated to play for a full 12 hour stretch. Yes, one person could win multiple events. I think most of us are willing to take that chance, though. - Somebob +1 Asnath, +1 Kastou, +1 Balthazarr +1 Spicy&lt;br /&gt;
* Would it be possible to create an auto-exclude list that would allow a player to participate in 1 round but not in others? (if event = herbs with 3 rounds and they collect 1+ herb in round 1, they cannot get credit for round 2 or 3) Or to have the player select in which rounds they want to participate(ala Demi-Pharaoh) - Zhukuram&lt;br /&gt;
* Many players are frustrated with long events, be them 12 or 24 hours long. Similarly they are frustrated with a shorter event that is held at a time inconvenient to them. In some past tales, the same event was run 3 times, with the start time of the second event 8 hours after the first and the third being 16 hours after the first. Is there any chance that this could become the norm? (yes this is a rephrasing of the initial question, just with more details) - Balthazarr&lt;br /&gt;
* There has been lots of confusion during events as to what the rules and guildlines are. Would it be possible to have that information available before the events? Example, if warps are possible, time travel use, etc. - Brucette +1 Spicy, +1 LuluDivine&lt;br /&gt;
** For some events it has even been difficult or impossible to determine what activities would gain points or 'win' the event - can events have a clear set of parameters for what makes a person gain points/advance/win? LuluDivine&lt;br /&gt;
* We have megalopolis for player event announcements (eg digs and acro) but how do you feel about player run events with player provided rewards?  Do you think these are in conflict with official ATITD events (herbing, smoking etc)?  Do you think there might be a way to help players run partially competitive events like T6 '''Bonfires for SETESH''' or '''Great Herb Dump'''?  Running player invented events manually takes at least 3 players who dedicate weeks in preparation and then SETESH shows up and chaos happens. -Zhukuram&lt;br /&gt;
** Increase membership of the events team? ([[User:Silden|Silden]] 10:38, 15 April 2016 (EST))&lt;br /&gt;
* There have been serial on-going events where the story line seems to just die out.  Are there ways to help mitigate collapsed story lines or burned out event teams?  -Zhukuram&lt;br /&gt;
* Some events have top prizes that are worth very little, even to a relatively casual player - is this an intentional choice? - LuluDivine&lt;br /&gt;
* Who is on the Events Team? Is that knowledge secret for some reason? - LuluDivine&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104054</id>
		<title>FiresideChat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=FiresideChat&amp;diff=104054"/>
		<updated>2016-06-03T01:23:35Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* State of the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fireside Chat Ideas =&lt;br /&gt;
I am looking to improve some of the aspects of communicating things to the players.  Several people have suggested the idea of a weekly fireside chat around when I run test passings.  I have created a new Microphone Channel called Fireside for the this purpose.  I will accept suggestions here for topics for each week.  I would like to keep the discussion on topic as much as possible with as many questions submitted here before the event.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Why do you want the questions up front and not during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Because historically the ENN chats have started well but got worse the longer they go on.  If I get the questions up front, I can think about the answers and not do quick off the cuff answers that tend to upset someone or another.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' Can I have a unicorn?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' No, stop asking.  It was funny the first 200 times, but now you are more likely to get a snarky answer that causes someone to point out that Pluribus is a meany and he shouldn't talk to the players that way.&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I submit idea for topics and or Questions that I would like answered.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' Add them to the sections below. (+1 any question that you are interested in that was previously posted)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How long will these chats last and is there any chance of taking questions during the event?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' I am shooting to make them about 30 minutes long.  Questions submitted during the event may be answered at my discretion.  Posts that are off topic or meant to just be inflammatory will just be deleted rather than posted.  (Yes it is censorship, deal with it)&lt;br /&gt;
&lt;br /&gt;
'''Q:''' How do I see the discussion as it is happening?&lt;br /&gt;
&amp;lt;br&amp;gt;'''''A:''''' During the event, just /join Fireside and the microphone channel will be added.  If you can't be in game, it will be logged with the other microphone channels.&lt;br /&gt;
&lt;br /&gt;
== Topic Ideas ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
&lt;br /&gt;
== Questions Per Topic ==&lt;br /&gt;
=== State of the Game ===&lt;br /&gt;
* Would you consider adding vanity titles for passing &amp;gt;7 tests in a discipline (&amp;quot;Pharaoh's Idiot&amp;quot;)? It would encourage some of us to keep playing. -Istwan&lt;br /&gt;
* If the barrier to doing a kickstarter is the time required on your end, why not source ideas from the community and get community involvement in running the campaign?  I've started throwing together some ideas [[Kickstarter|here]] -[[Dresdor|Dresdor]]&lt;br /&gt;
* How large of a team is currently working on ATITD?  What sort of things are you needing help with that the community might be able to step in and assist?  We all love this game and want to see it flourish. -[[Dresdor|Dresdor]]&lt;br /&gt;
* What is the biggest challenge you are seeing in attracting new players to the game? -[[Dresdor|Dresdor]]&lt;br /&gt;
* What percentage of active subscriptions are the full-telling subscription purchases? - [[Dresdor|Dresdor]]&lt;br /&gt;
* (Nerdy Questions)How are you tracking various work items/doing project management for this (and the other) games?  What system (if any) are you using as a code repository? -[[Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* Why can't fertilizer be used to fertilize soil? - Lisanna&lt;br /&gt;
&lt;br /&gt;
=== Existing Test Improvements and Changes ===&lt;br /&gt;
* Some test have rewards, while others do not. Is there any chance to add some reward to every test, even just a small one. - Balthazarr&lt;br /&gt;
** Architecture - Since each passed test allows an addition 14 cells to a compound, this discipline is pretty much covered. Plus the various houses that you can build after passing tests, and Monuments Towers, too.&lt;br /&gt;
** Art - Since each passed test gives an improved Artistic Touch for Blacksmithing, this discipline is pretty much covered.&lt;br /&gt;
** Body - All but Banquet give a stat boost, maybe a Perception boost could be the reward for Banquet. &lt;br /&gt;
** Harmony - Gives no rewards for anything, other than the Offering Vault becoming an oversized warehouse. This is probably do to Harmony being a late addition to the game.&lt;br /&gt;
** Leadership - Gives rewards for 3 tests Hegemon, Demipharaoh &amp;amp; Mentorship. What about some reward for the others?&lt;br /&gt;
** Thought - Gives no rewards for anything. I can think of no reason why this original discipline was left out in the cold.&lt;br /&gt;
*** Maybe something like Artistic Touch for Glassblowing or some sort of boost of that sort. - Balthazarr&lt;br /&gt;
** Worship - Since each passed test increases the yield by 10 barley, this discipline is pretty much covered. Plus a few tests have an extra benefit given to the passers.&lt;br /&gt;
* Bedouin is the only test where the player is ignorant about how near is the goal when it was not reached. In all the others it is known. That could be fixed saying each day in system the 3 (or 4) top scores: the 2 that advanced and one or two more. - Sabuli&lt;br /&gt;
&lt;br /&gt;
=== Ideas for New Techs ===&lt;br /&gt;
'''The main issue here here is that we propose techs that do NOT require any new graphic resources.''' - Balthazarr&lt;br /&gt;
* Pollution Abatement and Fertilizer. If we could research techniques that would tie into Ecology. For example, after testing for Soil Acidity, if you had learned this tech, you would know how much Lime would need to be spread to mitigate the Soil Acidity. Thank you Lisanna for the suggestion above. - Balthazarr&lt;br /&gt;
* Forge &amp;amp; Casting Box Timers. A tech that would allow us to upgrade Forge &amp;amp; Casting Boxes with a timer showing how much time is left on a project, they would update like a chariot, when you clicked on the building. Maybe a new glaziers bench option ''Fine Glass Hourglass'' which along with a handful of other materials would enable the upgrade, once the tech was learned. - Balthazarr&lt;br /&gt;
* Greenhouse Technology - Allowing the growing of vegetables, instead of grass. Maybe at 25% of the output of grass. An alternative to offlining or macroing them. - Balthazarr (+1 [[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* Real McCoy Oil-Drip Cup - Allowing the installation of automatic oil dispensers to machines that can be lubricated. Could be Steam Mechanics Level 4. https://en.wikipedia.org/wiki/Elijah_McCoy - Balthazarr&lt;br /&gt;
* Increased capacity Flax Hammocks and/or Drying Racks, either as an initial build (like Greenhouses) or as an upgrade (like Gins), which allow drying of larger amounts (Structure Reinforcement 3?) ([[User:Silden|Silden]] 10:36, 15 April 2016 (EST))&lt;br /&gt;
* A use for Cocoa, maybe a Chocolate Making Tech, allowing use to make the Chocolates we get from the Snowstorms, OR Better yet new Chocolates that use real world ingredients that we have access to in game; Camel Milk &amp;amp; Cocoa as the base; Royal Jelly, Honey &amp;amp; Indo Honey as a sweetener; Watermelon, Dates, Citrus Fruits &amp;amp; Coconut Meat as Fillers; Grilled Coconut Meat, Peppers, Grilled Peppers, Salt &amp;amp; Logical Herbs (Blueberry Tea Tree, Camelmint, Ginger Root, Ginseng Root, Honey Mint, Ice Mint, Lemondrop, Lemon Grass, Liquorice, Nubian Liquorice, Mountain Mint, Peppermint, Strawberry Tea, Vanilla Tea Tree) as flavorings. It could be set as a static table that gets randomized each tale. Each chocolate would have Cocoa as the base, one sweetener, one filler &amp;amp; one flavoring, with the option to add Camel Milk. - Balthazarr&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
There seem to a number of question showing up about events, I will try and get with nikara (The events team lead) and be better prepared for those questions.&lt;br /&gt;
&lt;br /&gt;
* For Events, instead of one 12-hour marathon, how about 3 or 4 copies of an event, each shorter, and spaced around the clock? This allows people from all different time zones as good of a chance to participate, without people feeling obligated to play for a full 12 hour stretch. Yes, one person could win multiple events. I think most of us are willing to take that chance, though. - Somebob +1 Asnath, +1 Kastou, +1 Balthazarr +1 Spicy&lt;br /&gt;
* Would it be possible to create an auto-exclude list that would allow a player to participate in 1 round but not in others? (if event = herbs with 3 rounds and they collect 1+ herb in round 1, they cannot get credit for round 2 or 3) Or to have the player select in which rounds they want to participate(ala Demi-Pharaoh) - Zhukuram&lt;br /&gt;
* Many players are frustrated with long events, be them 12 or 24 hours long. Similarly they are frustrated with a shorter event that is held at a time inconvenient to them. In some past tales, the same event was run 3 times, with the start time of the second event 8 hours after the first and the third being 16 hours after the first. Is there any chance that this could become the norm? (yes this is a rephrasing of the initial question, just with more details) - Balthazarr&lt;br /&gt;
* There has been lots of confusion during events as to what the rules and guildlines are. Would it be possible to have that information available before the events? Example, if warps are possible, time travel use, etc. - Brucette +1 Spicy, +1 LuluDivine&lt;br /&gt;
** For some events it has even been difficult or impossible to determine what activities would gain points or 'win' the event - can events have a clear set of parameters for what makes a person gain points/advance/win? LuluDivine&lt;br /&gt;
* We have megalopolis for player event announcements (eg digs and acro) but how do you feel about player run events with player provided rewards?  Do you think these are in conflict with official ATITD events (herbing, smoking etc)?  Do you think there might be a way to help players run partially competitive events like T6 '''Bonfires for SETESH''' or '''Great Herb Dump'''?  Running player invented events manually takes at least 3 players who dedicate weeks in preparation and then SETESH shows up and chaos happens. -Zhukuram&lt;br /&gt;
** Increase membership of the events team? ([[User:Silden|Silden]] 10:38, 15 April 2016 (EST))&lt;br /&gt;
* There have been serial on-going events where the story line seems to just die out.  Are there ways to help mitigate collapsed story lines or burned out event teams?  -Zhukuram&lt;br /&gt;
* Some events have top prizes that are worth very little, even to a relatively casual player - is this an intentional choice? - LuluDivine&lt;br /&gt;
* Who is on the Events Team? Is that knowledge secret for some reason? - LuluDivine&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=104053</id>
		<title>Kickstarter</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=104053"/>
		<updated>2016-06-03T01:22:22Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Feedback on Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Kickstarter Proposal=&lt;br /&gt;
These are my rough thoughts on what a kickstarter to rewrite the game engine could look like.  Feedback/modification is appreciated&lt;br /&gt;
&lt;br /&gt;
==Need for a Kickstarter==&lt;br /&gt;
Currently, the game engine is heavily outdated (being in continually development by Teppy since inception of the game) and there are many key elements missing from the game's source files (damaged/lost models being one key example).  Funding is needed to bring ATITD into the modern era of graphics, improving performance, and making the overall platform stable and maintainable (which it currently is not).  Exact funding is to be determined by Pluribus, as he has insight into the financials of Pluribus Games.  &lt;br /&gt;
&lt;br /&gt;
====Feedback on Goals====&lt;br /&gt;
&lt;br /&gt;
I honestly think the community can't really contribute here unless the goal amount is done, even a back of the envelope. Like, are we talking about adding another full-time dev for a year, plus a part-time artist for a year? -- Eimear&lt;br /&gt;
&lt;br /&gt;
With the information I've gathered, from a single email response and what's in the Fireside chats and ENN, the rewrite would be pretty extensive and require significant developer time.  It sounds like either a conversion from the existing Egenesis rendering engine to either a new rendering engine, or to use an existing 3rd party (which would probably be faster but carries its own issues).  We'd need Pluribus's input on what is needed there, as he has the code.  It's certain that artists of some sort (not my specialty, but modelers for certain) are needed to replace the lost files.  I imagine at a minimum he'd need 1-2 developers for a few months to a year to do the upgrade, as well as a handful of artsy people of various sorts for graphic related things (not sure on time commitments there).  Its definitely not &amp;quot;cheap&amp;quot; by any means, but it is needed, or T7/T8 might be it for this game (which none of us want). --Dresdor&lt;br /&gt;
&lt;br /&gt;
I am horrified at the thought of no ATITD and am totally on board for a Kickstarter! I just think we need to know if we're talking $30K, $70K, or $100K. -- Eimear&lt;br /&gt;
&lt;br /&gt;
Without knowing the state of the code and art assets, I think we're talking somewhere in the 50-70k range.  If it were less than that, Pluribus probably would have funded it before things like the music changes and other aspects.  Given the financial status of the game and the number of current subscriptions (and considering many of them are probably telling-length subscriptions).  &lt;br /&gt;
&lt;br /&gt;
We would need Pluribus to make the call on estimating the work needed and figuring out costs (so we need to lure him over here).&lt;br /&gt;
&lt;br /&gt;
-- Dresdor&lt;br /&gt;
&lt;br /&gt;
===Pluribus's Stated Opinion on the difficulty of a Kickstarter===&lt;br /&gt;
In a Fireside chat (2016-03-14 00:13:52), Pluribus stated:&lt;br /&gt;
&lt;br /&gt;
Pluribus: A: A successful kickstarter requires more than just desire and clicking the &amp;quot;Start a Kickstarter&amp;quot; button. It requires a significant time and resource investment to develop the plan, make videos to attract donors, constant attention to providing feedback and changes as the campaign progresses. It ALSO requires a base of donors who are willing donate considerably above and beyond the average person who would play the game in order to properly fund it. Without EITHER the time and money investments to run the campaign or the donor base, then the campaign is a waste of time/resources. When I consider that fully 1/3 of the players who have quit and answered the exit poll have stated financial reasons for quiting, I am not convinced that there is good chance of funding an engine redevelopment.&lt;br /&gt;
&lt;br /&gt;
This page is in part to help alleviate the planning portion of the kickstarter, and show that there is a base of backers who would fund this idea.  &lt;br /&gt;
&lt;br /&gt;
===Community as a Resource===&lt;br /&gt;
One of the consistent benefits that ATITD has going for it is the large community.  This is a group of people who come together to help one another out and create each new telling.  For players of this game, many names are household (going to shout out [[User:Ariella|Ariella]] for helping me get started in T4) for players of the game.  Who hasn't had a strain of Tedra flax or vines?  Or an Ariella/Pascalito Lilly?  There are dozens of players who have skills useful for this game and who are more than willing to contribute their skills if it means Egypt continuing into the future.  Not to mention that we get passionate about this game, and that passion will drive others towards it.&lt;br /&gt;
&lt;br /&gt;
===Need for New Players===&lt;br /&gt;
This game is in need of new players and drawing back in existing or former players who are no longer subscribed.  Pluribus has said clearly that the financials for the game are not in a good condition (particularly if he and his family enjoy eating and living in a house).  This game should be more than capable of supporting itself if its playerbase is built up with enough left over for Pluribus &amp;amp; Family to live comfortably.&lt;br /&gt;
&lt;br /&gt;
===Existing Client and Game as a Deterrent===&lt;br /&gt;
I've read a number of reviews over the years (one published as recently as January) that bring to light some of the issues of new players.  The ones I've seen recently are:&lt;br /&gt;
* Game Client looks like it is from the early 2000's (because it is).&lt;br /&gt;
* Performance is terrible (caused by the old render engine running in a fixed pipeline vs fully programmable pipeline)&lt;br /&gt;
* New players are largely left to fend for themselves with no real direction.  The tests are guidelines, but honestly, very few players will attempt every test.  There's so much going on that new players are left lost, unless they are picked up by a guild.&lt;br /&gt;
* Solo-player aspects of the game are minimized (getting stone, sheep, etc is difficult as a solo player).  This is a community game, but it needs to still be fun if none of your friends are online (for example, I can certainly go have fun in WoW or SWTOR if none of my friends are online, even if I'd prefer playing with them). &lt;br /&gt;
* The game is a large collection of highly meta mini-games.  Its taken 7 tellings of experience to fully figure some things out (and some are still guesses).  This is off-putting for new players who don't want to have to check the wiki for every little thing.&lt;br /&gt;
&lt;br /&gt;
===Kickstarter As Advertising Tool===&lt;br /&gt;
At a minimum, running a kickstarter, successful or not, is a very cheap advertising tool.  There's a story for a lot of video game blogs, news sites, etc, that an old MMO is seeking crowdfunding.  Add in the fact that the existing game is available, and you'll see a surge of people logging in to see what the game is about.&lt;br /&gt;
&lt;br /&gt;
==The Proposal==&lt;br /&gt;
&lt;br /&gt;
===Kickstarter Goal===&lt;br /&gt;
Fund the rewriting of the Game Engine, recreation of lost models, recreation of lost art assets, and general game improvements to bring ATITD to a wider audience.  The overall goal being to bring ATITD into the modern era of MMORPGs, improve performance, and improve the overall stability, maintainability, and ease of improvement.  (note sure what of this should be stretch goals and what is the base.  Probably the rewrite of the game engine and render engine should be the base as it is really needed, but the rest seem to be in support of that goal).&lt;br /&gt;
&lt;br /&gt;
====Reward Ideas====&lt;br /&gt;
* Special Thanks/Special Mention (Low tier reward, probably $1-5)&lt;br /&gt;
* T-Shirts, Ballcaps, some other physical merchandise&lt;br /&gt;
* See if any active players can make things ATITD related and partner with them (good publicity for them as well as ATITD).&lt;br /&gt;
* Subscriptions?  Perhaps at a higher cost than what's in the store to support ATITD?  I don't like this idea very much but its an obvious one.  Maybe giftable subscription tokens that are good for the rest of the telling?  I'd avoid T8 subscription pre-sales as T8 is not guaranteed at this point nor do you want to spend subscription money on the rewrite.&lt;br /&gt;
* Loot Crate-esque subscription, either in game or IRL.  Monthly you receive a cache of goodies that are ATITD related (could tie in to donations from players who make real things).  Alternatively, you receive an in-game crate that has a random reward in it from a small list (including rarer items like new plant genomes). Maybe something like an [http://www.theindiebox.com/ IndieBox]?&lt;br /&gt;
&lt;br /&gt;
====Feedback on Reward Ideas:====&lt;br /&gt;
&lt;br /&gt;
Having organised a couple of Kickstarters, I cannot emphasize enough how much you want to '''avoid shipping physical goods'''. The overhead for *any* physical good is high, and the shipping is labour-intensive as well as spendy. It is also a ''nightmare'' to organize t-shirt sizes and genders. Baseball caps have their own issues. A monthly physical goods subscription box just takes this form of hell and multiplies it times 12. I would genuinely recommend doing one physical item, tied to the ATITD theme, and using it as a high reward level.&lt;br /&gt;
&lt;br /&gt;
In-game items also have an overhead but can be variations on existing tech that do not require manual intervention from the developers in-game. They would have to be tied to the registration system, but it could be done. Some ideas:&lt;br /&gt;
&lt;br /&gt;
* $10: A clothing pattern or outfit only for backers&lt;br /&gt;
* $25: A +1 stats boost on something (let's say speed) &lt;br /&gt;
* $50: An exclusive beetle colour/pattern &lt;br /&gt;
* $100: A game asset re-named for you, like an herb or a building or something&lt;br /&gt;
* $250: You get to name the horses at any CS (I would seriously pay for this...!)&lt;br /&gt;
* $500: See below. Make the physical reward available at this level. &lt;br /&gt;
* $1,000: I have not really thought through what you'd offer at these levels but you definitely want to offer them. Sure, a lot of people quit doe to the cost but you only need one player who isn't constrained by finances to make this reward happen.&lt;br /&gt;
&lt;br /&gt;
-- Eimear&lt;br /&gt;
&lt;br /&gt;
I agree that physical rewards are a PITA, and I'd prefer to keep things in-game (which is why most of my ideas are in that area).  The difficulty is that some people need/want a physical reward.  We could take this into an electronic area, and make it something that doesn't need to be physically shipped (issue being, why wouldn't someone just propagate it so only one ever needs to be given away)?  In-game only rewards are also a problem for anyone who wants to support the game, but doesn't want to play/doesn't have time to play.  &lt;br /&gt;
&lt;br /&gt;
Also I really appreciate your feedback and expertise, Eimear, as I do not have experience running a kickstarter and would not have considered the logistics of physical rewards :)&lt;br /&gt;
&lt;br /&gt;
--Dresdor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====In game rewards====&lt;br /&gt;
It should be possible to select these rewards for T7 or T8 (or potentially T9 if the rewrite will take a long time).&lt;br /&gt;
* Sheep&lt;br /&gt;
* Camels&lt;br /&gt;
* In game cosmetic items/clothes that are not generally available&lt;br /&gt;
* In game pets (cats, dogs, ponies)&lt;br /&gt;
* In game resources (e.g. crate of 10,000 flax or some other item.  Maybe rarer gems (Huge gems) or already cut gems of hard to make patterns  Make this purchasable multiple times as part of the campaign, as I think this would be a high demand item.  I'm not a fan of this or any in-game functional items being available in the store permanently)&lt;br /&gt;
* Custom Emotes or Titles&lt;br /&gt;
* Extra cornerstones (you can't even have enough)&lt;br /&gt;
* Special Buildings only available for the event (e.g. a digger that doesn't take petroleum that runs automatically, a crematorium that perfectly burns ash/lime without tending, a firepit that stokes itself, a greenhouse that generates flax at a specific rate instead of just grass).  Reuse of in-game art assets should be prioritized to reduce costs.&lt;br /&gt;
* In T8 have a region named after you/name a region (within limits).&lt;br /&gt;
* Camp Decoration (can be purchased multiple times, functionally equivalent to what's in the store, but maybe this one can add a few wood worth of trees or something).&lt;br /&gt;
* Pharaoh's Wine: a bottle of wine that can fulfill a requirement on a wine notebook (user's choice).  Unlike normal wine, this cannot be tasted, only used as a menu item.  This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Cuisine: A one-serving meal that gives a Gastonomy point.   This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Hashish: A one-dose herb that gives a fumeology point. This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Ancient Map: A map of ore locations in a small area.  This should have a cool in-game art asset and be placeable in a compound if not used.  Since mines don't break anymore, this might not be as useful in T7, but could be very useful in the beginning of T8.&lt;br /&gt;
* Pharaoh's Secret Oasis: This should be a very rare and expensive reward.  You are given the ability to work with a GM to drastically change the ecology of an area out in the desert.  You can add whatever resources you want there, even special ones (e.g. add water/dirt/clay/limestone/white sand, red sand, etc).  Downside is that it has to be far away from chariot stops, and has to conform to some decency standards (no spelling out bad words in limestone or anything)&lt;br /&gt;
* Pharaoh's Special Chariot: Reduces your TT consumption significantly (halved, quartered) when using various warps.  &lt;br /&gt;
* Pharaoh's Student: halves costs of learning skills&lt;br /&gt;
* Pharaoh's Garden: Limited Edition/Special flowers that can be crossbred as normal (perhaps colors that are hard to do.  A little superfluous with mutagenics being unlocked, but I'm sure there's people out there that want new flowers).&lt;br /&gt;
* Raeli Paintshop: Special building that allows you to combine paint colors and white raeli tiles to create colored tiles of that type.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=104010</id>
		<title>Kickstarter</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=104010"/>
		<updated>2016-06-02T20:56:56Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Kickstarter Proposal=&lt;br /&gt;
These are my rough thoughts on what a kickstarter to rewrite the game engine could look like.  Feedback/modification is appreciated&lt;br /&gt;
&lt;br /&gt;
==Need for a Kickstarter==&lt;br /&gt;
Currently, the game engine is heavily outdated (being in continually development by Teppy since inception of the game) and there are many key elements missing from the game's source files (damaged/lost models being one key example).  Funding is needed to bring ATITD into the modern era of graphics, improving performance, and making the overall platform stable and maintainable (which it currently is not).  Exact funding is to be determined by Pluribus, as he has insight into the financials of Pluribus Games.  &lt;br /&gt;
&lt;br /&gt;
====Feedback on Goals====&lt;br /&gt;
&lt;br /&gt;
I honestly think the community can't really contribute here unless the goal amount is done, even a back of the envelope. Like, are we talking about adding another full-time dev for a year, plus a part-time artist for a year? -- Eimear&lt;br /&gt;
&lt;br /&gt;
With the information I've gathered, from a single email response and what's in the Fireside chats and ENN, the rewrite would be pretty extensive and require significant developer time.  It sounds like either a conversion from the existing Egenesis rendering engine to either a new rendering engine, or to use an existing 3rd party (which would probably be faster but carries its own issues).  We'd need Pluribus's input on what is needed there, as he has the code.  It's certain that artists of some sort (not my specialty, but modelers for certain) are needed to replace the lost files.  I imagine at a minimum he'd need 1-2 developers for a few months to a year to do the upgrade, as well as a handful of artsy people of various sorts for graphic related things (not sure on time commitments there).  Its definitely not &amp;quot;cheap&amp;quot; by any means, but it is needed, or T7/T8 might be it for this game (which none of us want). --Dresdor&lt;br /&gt;
&lt;br /&gt;
===Pluribus's Stated Opinion on the difficulty of a Kickstarter===&lt;br /&gt;
In a Fireside chat (2016-03-14 00:13:52), Pluribus stated:&lt;br /&gt;
&lt;br /&gt;
Pluribus: A: A successful kickstarter requires more than just desire and clicking the &amp;quot;Start a Kickstarter&amp;quot; button. It requires a significant time and resource investment to develop the plan, make videos to attract donors, constant attention to providing feedback and changes as the campaign progresses. It ALSO requires a base of donors who are willing donate considerably above and beyond the average person who would play the game in order to properly fund it. Without EITHER the time and money investments to run the campaign or the donor base, then the campaign is a waste of time/resources. When I consider that fully 1/3 of the players who have quit and answered the exit poll have stated financial reasons for quiting, I am not convinced that there is good chance of funding an engine redevelopment.&lt;br /&gt;
&lt;br /&gt;
This page is in part to help alleviate the planning portion of the kickstarter, and show that there is a base of backers who would fund this idea.  &lt;br /&gt;
&lt;br /&gt;
===Community as a Resource===&lt;br /&gt;
One of the consistent benefits that ATITD has going for it is the large community.  This is a group of people who come together to help one another out and create each new telling.  For players of this game, many names are household (going to shout out [[User:Ariella|Ariella]] for helping me get started in T4) for players of the game.  Who hasn't had a strain of Tedra flax or vines?  Or an Ariella/Pascalito Lilly?  There are dozens of players who have skills useful for this game and who are more than willing to contribute their skills if it means Egypt continuing into the future.  Not to mention that we get passionate about this game, and that passion will drive others towards it.&lt;br /&gt;
&lt;br /&gt;
===Need for New Players===&lt;br /&gt;
This game is in need of new players and drawing back in existing or former players who are no longer subscribed.  Pluribus has said clearly that the financials for the game are not in a good condition (particularly if he and his family enjoy eating and living in a house).  This game should be more than capable of supporting itself if its playerbase is built up with enough left over for Pluribus &amp;amp; Family to live comfortably.&lt;br /&gt;
&lt;br /&gt;
===Existing Client and Game as a Deterrent===&lt;br /&gt;
I've read a number of reviews over the years (one published as recently as January) that bring to light some of the issues of new players.  The ones I've seen recently are:&lt;br /&gt;
* Game Client looks like it is from the early 2000's (because it is).&lt;br /&gt;
* Performance is terrible (caused by the old render engine running in a fixed pipeline vs fully programmable pipeline)&lt;br /&gt;
* New players are largely left to fend for themselves with no real direction.  The tests are guidelines, but honestly, very few players will attempt every test.  There's so much going on that new players are left lost, unless they are picked up by a guild.&lt;br /&gt;
* Solo-player aspects of the game are minimized (getting stone, sheep, etc is difficult as a solo player).  This is a community game, but it needs to still be fun if none of your friends are online (for example, I can certainly go have fun in WoW or SWTOR if none of my friends are online, even if I'd prefer playing with them). &lt;br /&gt;
* The game is a large collection of highly meta mini-games.  Its taken 7 tellings of experience to fully figure some things out (and some are still guesses).  This is off-putting for new players who don't want to have to check the wiki for every little thing.&lt;br /&gt;
&lt;br /&gt;
===Kickstarter As Advertising Tool===&lt;br /&gt;
At a minimum, running a kickstarter, successful or not, is a very cheap advertising tool.  There's a story for a lot of video game blogs, news sites, etc, that an old MMO is seeking crowdfunding.  Add in the fact that the existing game is available, and you'll see a surge of people logging in to see what the game is about.&lt;br /&gt;
&lt;br /&gt;
==The Proposal==&lt;br /&gt;
&lt;br /&gt;
===Kickstarter Goal===&lt;br /&gt;
Fund the rewriting of the Game Engine, recreation of lost models, recreation of lost art assets, and general game improvements to bring ATITD to a wider audience.  The overall goal being to bring ATITD into the modern era of MMORPGs, improve performance, and improve the overall stability, maintainability, and ease of improvement.  (note sure what of this should be stretch goals and what is the base.  Probably the rewrite of the game engine and render engine should be the base as it is really needed, but the rest seem to be in support of that goal).&lt;br /&gt;
&lt;br /&gt;
====Reward Ideas====&lt;br /&gt;
* Special Thanks/Special Mention (Low tier reward, probably $1-5)&lt;br /&gt;
* T-Shirts, Ballcaps, some other physical merchandise&lt;br /&gt;
* See if any active players can make things ATITD related and partner with them (good publicity for them as well as ATITD).&lt;br /&gt;
* Subscriptions?  Perhaps at a higher cost than what's in the store to support ATITD?  I don't like this idea very much but its an obvious one.  Maybe giftable subscription tokens that are good for the rest of the telling?  I'd avoid T8 subscription pre-sales as T8 is not guaranteed at this point nor do you want to spend subscription money on the rewrite.&lt;br /&gt;
* Loot Crate-esque subscription, either in game or IRL.  Monthly you receive a cache of goodies that are ATITD related (could tie in to donations from players who make real things).  Alternatively, you receive an in-game crate that has a random reward in it from a small list (including rarer items like new plant genomes). Maybe something like an [http://www.theindiebox.com/ IndieBox]?&lt;br /&gt;
&lt;br /&gt;
====Feedback on Reward Ideas:====&lt;br /&gt;
&lt;br /&gt;
Having organised a couple of Kickstarters, I cannot emphasize enough how much you want to '''avoid shipping physical goods'''. The overhead for *any* physical good is high, and the shipping is labour-intensive as well as spendy. It is also a ''nightmare'' to organize t-shirt sizes and genders. Baseball caps have their own issues. A monthly physical goods subscription box just takes this form of hell and multiplies it times 12. I would genuinely recommend doing one physical item, tied to the ATITD theme, and using it as a high reward level.&lt;br /&gt;
&lt;br /&gt;
In-game items also have an overhead but can be variations on existing tech that do not require manual intervention from the developers in-game. They would have to be tied to the registration system, but it could be done. Some ideas:&lt;br /&gt;
&lt;br /&gt;
* $10: A clothing pattern or outfit only for backers&lt;br /&gt;
* $25: A +1 stats boost on something (let's say speed) &lt;br /&gt;
* $50: An exclusive beetle colour/pattern &lt;br /&gt;
* $100: A game asset re-named for you, like an herb or a building or something&lt;br /&gt;
* $250: You get to name the horses at any CS (I would seriously pay for this...!)&lt;br /&gt;
* $500: See below. Make the physical reward available at this level. &lt;br /&gt;
* $1,000: I have not really thought through what you'd offer at these levels but you definitely want to offer them. Sure, a lot of people quit doe to the cost but you only need one player who isn't constrained by finances to make this reward happen.&lt;br /&gt;
&lt;br /&gt;
-- Eimear&lt;br /&gt;
&lt;br /&gt;
I agree that physical rewards are a PITA, and I'd prefer to keep things in-game (which is why most of my ideas are in that area).  The difficulty is that some people need/want a physical reward.  We could take this into an electronic area, and make it something that doesn't need to be physically shipped (issue being, why wouldn't someone just propagate it so only one ever needs to be given away)?  In-game only rewards are also a problem for anyone who wants to support the game, but doesn't want to play/doesn't have time to play.  &lt;br /&gt;
&lt;br /&gt;
Also I really appreciate your feedback and expertise, Eimear, as I do not have experience running a kickstarter and would not have considered the logistics of physical rewards :)&lt;br /&gt;
&lt;br /&gt;
--Dresdor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====In game rewards====&lt;br /&gt;
It should be possible to select these rewards for T7 or T8 (or potentially T9 if the rewrite will take a long time).&lt;br /&gt;
* Sheep&lt;br /&gt;
* Camels&lt;br /&gt;
* In game cosmetic items/clothes that are not generally available&lt;br /&gt;
* In game pets (cats, dogs, ponies)&lt;br /&gt;
* In game resources (e.g. crate of 10,000 flax or some other item.  Maybe rarer gems (Huge gems) or already cut gems of hard to make patterns  Make this purchasable multiple times as part of the campaign, as I think this would be a high demand item.  I'm not a fan of this or any in-game functional items being available in the store permanently)&lt;br /&gt;
* Custom Emotes or Titles&lt;br /&gt;
* Extra cornerstones (you can't even have enough)&lt;br /&gt;
* Special Buildings only available for the event (e.g. a digger that doesn't take petroleum that runs automatically, a crematorium that perfectly burns ash/lime without tending, a firepit that stokes itself, a greenhouse that generates flax at a specific rate instead of just grass).  Reuse of in-game art assets should be prioritized to reduce costs.&lt;br /&gt;
* In T8 have a region named after you/name a region (within limits).&lt;br /&gt;
* Camp Decoration (can be purchased multiple times, functionally equivalent to what's in the store, but maybe this one can add a few wood worth of trees or something).&lt;br /&gt;
* Pharaoh's Wine: a bottle of wine that can fulfill a requirement on a wine notebook (user's choice).  Unlike normal wine, this cannot be tasted, only used as a menu item.  This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Cuisine: A one-serving meal that gives a Gastonomy point.   This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Hashish: A one-dose herb that gives a fumeology point. This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Ancient Map: A map of ore locations in a small area.  This should have a cool in-game art asset and be placeable in a compound if not used.  Since mines don't break anymore, this might not be as useful in T7, but could be very useful in the beginning of T8.&lt;br /&gt;
* Pharaoh's Secret Oasis: This should be a very rare and expensive reward.  You are given the ability to work with a GM to drastically change the ecology of an area out in the desert.  You can add whatever resources you want there, even special ones (e.g. add water/dirt/clay/limestone/white sand, red sand, etc).  Downside is that it has to be far away from chariot stops, and has to conform to some decency standards (no spelling out bad words in limestone or anything)&lt;br /&gt;
* Pharaoh's Special Chariot: Reduces your TT consumption significantly (halved, quartered) when using various warps.  &lt;br /&gt;
* Pharaoh's Student: halves costs of learning skills&lt;br /&gt;
* Pharaoh's Garden: Limited Edition/Special flowers that can be crossbred as normal (perhaps colors that are hard to do.  A little superfluous with mutagenics being unlocked, but I'm sure there's people out there that want new flowers).&lt;br /&gt;
* Raeli Paintshop: Special building that allows you to combine paint colors and white raeli tiles to create colored tiles of that type.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=104009</id>
		<title>Kickstarter</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=104009"/>
		<updated>2016-06-02T20:55:57Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Kickstarter Proposal=&lt;br /&gt;
These are my rough thoughts on what a kickstarter to rewrite the game engine could look like.  Feedback/modification is appreciated&lt;br /&gt;
&lt;br /&gt;
==Need for a Kickstarter==&lt;br /&gt;
Currently, the game engine is heavily outdated (being in continually development by Teppy since inception of the game) and there are many key elements missing from the game's source files (damaged/lost models being one key example).  Funding is needed to bring ATITD into the modern era of graphics, improving performance, and making the overall platform stable and maintainable (which it currently is not).  Exact funding is to be determined by Pluribus, as he has insight into the financials of Pluribus Games.  &lt;br /&gt;
&lt;br /&gt;
====Feedback on Goals====&lt;br /&gt;
&lt;br /&gt;
I honestly think the community can't really contribute here unless the goal amount is done, even a back of the envelope. Like, are we talking about adding another full-time dev for a year, plus a part-time artist for a year? -- Eimear&lt;br /&gt;
&lt;br /&gt;
With the information I've gathered, from a single email response and what's in the Fireside chats and ENN, the rewrite would be pretty extensive and require significant developer time.  It sounds like either a conversion from the existing Egenesis rendering engine to either a new rendering engine, or to use an existing 3rd party (which would probably be faster but carries its own issues).  We'd need Pluribus's input on what is needed there, as he has the code.  It's certain that artists of some sort (not my specialty, but modelers for certain) are needed to replace the lost files.  I imagine at a minimum he'd need 1-2 developers for a few months to a year to do the upgrade, as well as a handful of artsy people of various sorts for graphic related things (not sure on time commitments there).  Its definitely not &amp;quot;cheap&amp;quot; by any means, but it is needed, or T7/T8 might be it for this game (which none of us want). --Dresdor&lt;br /&gt;
&lt;br /&gt;
===Pluribus's Stated Opinion on the difficulty of a Kickstarter===&lt;br /&gt;
In a Fireside chat (2016-03-14 00:13:52), Pluribus stated:&lt;br /&gt;
&lt;br /&gt;
Pluribus: A: A successful kickstarter requires more than just desire and clicking the &amp;quot;Start a Kickstarter&amp;quot; button. It requires a significant time and resource investment to develop the plan, make videos to attract donors, constant attention to providing feedback and changes as the campaign progresses. It ALSO requires a base of donors who are willing donate considerably above and beyond the average person who would play the game in order to properly fund it. Without EITHER the time and money investments to run the campaign or the donor base, then the campaign is a waste of time/resources. When I consider that fully 1/3 of the players who have quit and answered the exit poll have stated financial reasons for quiting, I am not convinced that there is good chance of funding an engine redevelopment.&lt;br /&gt;
&lt;br /&gt;
This page is in part to help alleviate the planning portion of the kickstarter, and show that there is a base of backers who would fund this idea.  &lt;br /&gt;
&lt;br /&gt;
===Community as a Resource===&lt;br /&gt;
One of the consistent benefits that ATITD has going for it is the large community.  This is a group of people who come together to help one another out and create each new telling.  For players of this game, many names are household (going to shout out [[User:Ariella|Ariella]] for helping me get started in T4) for players of the game.  Who hasn't had a strain of Tedra flax or vines?  Or an Ariella/Pascalito Lilly?  There are dozens of players who have skills useful for this game and who are more than willing to contribute their skills if it means Egypt continuing into the future.  Not to mention that we get passionate about this game, and that passion will drive others towards it.&lt;br /&gt;
&lt;br /&gt;
===Need for New Players===&lt;br /&gt;
This game is in need of new players and drawing back in existing or former players who are no longer subscribed.  Pluribus has said clearly that the financials for the game are not in a good condition (particularly if he and his family enjoy eating and living in a house).  This game should be more than capable of supporting itself if its playerbase is built up with enough left over for Pluribus &amp;amp; Family to live comfortably.&lt;br /&gt;
&lt;br /&gt;
===Existing Client and Game as a Deterrent===&lt;br /&gt;
I've read a number of reviews over the years (one published as recently as January) that bring to light some of the issues of new players.  The ones I've seen recently are:&lt;br /&gt;
* Game Client looks like it is from the early 2000's (because it is).&lt;br /&gt;
* Performance is terrible (caused by the old render engine running in a fixed pipeline vs fully programmable pipeline)&lt;br /&gt;
* New players are largely left to fend for themselves with no real direction.  The tests are guidelines, but honestly, very few players will attempt every test.  There's so much going on that new players are left lost, unless they are picked up by a guild.&lt;br /&gt;
* Solo-player aspects of the game are minimized (getting stone, sheep, etc is difficult as a solo player).  This is a community game, but it needs to still be fun if none of your friends are online (for example, I can certainly go have fun in WoW or SWTOR if none of my friends are online, even if I'd prefer playing with them). &lt;br /&gt;
* The game is a large collection of highly meta mini-games.  Its taken 7 tellings of experience to fully figure some things out (and some are still guesses).  This is off-putting for new players who don't want to have to check the wiki for every little thing.&lt;br /&gt;
&lt;br /&gt;
===Kickstarter As Advertising Tool===&lt;br /&gt;
At a minimum, running a kickstarter, successful or not, is a very cheap advertising tool.  There's a story for a lot of video game blogs, news sites, etc, that an old MMO is seeking crowdfunding.  Add in the fact that the existing game is available, and you'll see a surge of people logging in to see what the game is about.&lt;br /&gt;
&lt;br /&gt;
==The Proposal==&lt;br /&gt;
&lt;br /&gt;
===Kickstarter Goal===&lt;br /&gt;
Fund the rewriting of the Game Engine, recreation of lost models, recreation of lost art assets, and general game improvements to bring ATITD to a wider audience.  The overall goal being to bring ATITD into the modern era of MMORPGs, improve performance, and improve the overall stability, maintainability, and ease of improvement.  (note sure what of this should be stretch goals and what is the base.  Probably the rewrite of the game engine and render engine should be the base as it is really needed, but the rest seem to be in support of that goal).&lt;br /&gt;
&lt;br /&gt;
====Reward Ideas====&lt;br /&gt;
* Special Thanks/Special Mention (Low tier reward, probably $1-5)&lt;br /&gt;
* T-Shirts, Ballcaps, some other physical merchandise&lt;br /&gt;
* See if any active players can make things ATITD related and partner with them (good publicity for them as well as ATITD).&lt;br /&gt;
* Subscriptions?  Perhaps at a higher cost than what's in the store to support ATITD?  I don't like this idea very much but its an obvious one.  Maybe giftable subscription tokens that are good for the rest of the telling?  I'd avoid T8 subscription pre-sales as T8 is not guaranteed at this point nor do you want to spend subscription money on the rewrite.&lt;br /&gt;
* Loot Crate-esque subscription, either in game or IRL.  Monthly you receive a cache of goodies that are ATITD related (could tie in to donations from players who make real things).  Alternatively, you receive an in-game crate that has a random reward in it from a small list (including rarer items like new plant genomes). Maybe something like an [http://www.theindiebox.com/ IndieBox]?&lt;br /&gt;
&lt;br /&gt;
====Feedback on Reward Ideas:====&lt;br /&gt;
&lt;br /&gt;
Having organised a couple of Kickstarters, I cannot emphasize enough how much you want to '''avoid shipping physical goods'''. The overhead for *any* physical good is high, and the shipping is labour-intensive as well as spendy. It is also a ''nightmare'' to organize t-shirt sizes and genders. Baseball caps have their own issues. A monthly physical goods subscription box just takes this form of hell and multiplies it times 12. I would genuinely recommend doing one physical item, tied to the ATITD theme, and using it as a high reward level.&lt;br /&gt;
&lt;br /&gt;
In-game items also have an overhead but can be variations on existing tech that do not require manual intervention from the developers in-game. They would have to be tied to the registration system, but it could be done. Some ideas:&lt;br /&gt;
&lt;br /&gt;
* $10: A clothing pattern or outfit only for backers&lt;br /&gt;
* $25: A +1 stats boost on something (let's say speed) &lt;br /&gt;
* $50: An exclusive beetle colour/pattern &lt;br /&gt;
* $100: A game asset re-named for you, like an herb or a building or something&lt;br /&gt;
* $250: You get to name the horses at any CS (I would seriously pay for this...!)&lt;br /&gt;
* $500: See below. Make the physical reward available at this level. &lt;br /&gt;
* $1,000: I have not really thought through what you'd offer at these levels but you definitely want to offer them. Sure, a lot of people quit doe to the cost but you only need one player who isn't constrained by finances to make this reward happen.&lt;br /&gt;
&lt;br /&gt;
-- Eimear&lt;br /&gt;
&lt;br /&gt;
I agree that physical rewards are a PITA, and I'd prefer to keep things in-game (which is why most of my ideas are in that area).  The difficulty is that some people need/want a physical reward.  We could take this into an electronic area, and make it something that doesn't need to be physically shipped (issue being, why wouldn't someone just propagate it so only one ever needs to be given away)?  In-game only rewards are also a problem for anyone who wants to support the game, but doesn't want to play/doesn't have time to play.  &lt;br /&gt;
&lt;br /&gt;
--Dresdor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====In game rewards====&lt;br /&gt;
It should be possible to select these rewards for T7 or T8 (or potentially T9 if the rewrite will take a long time).&lt;br /&gt;
* Sheep&lt;br /&gt;
* Camels&lt;br /&gt;
* In game cosmetic items/clothes that are not generally available&lt;br /&gt;
* In game pets (cats, dogs, ponies)&lt;br /&gt;
* In game resources (e.g. crate of 10,000 flax or some other item.  Maybe rarer gems (Huge gems) or already cut gems of hard to make patterns  Make this purchasable multiple times as part of the campaign, as I think this would be a high demand item.  I'm not a fan of this or any in-game functional items being available in the store permanently)&lt;br /&gt;
* Custom Emotes or Titles&lt;br /&gt;
* Extra cornerstones (you can't even have enough)&lt;br /&gt;
* Special Buildings only available for the event (e.g. a digger that doesn't take petroleum that runs automatically, a crematorium that perfectly burns ash/lime without tending, a firepit that stokes itself, a greenhouse that generates flax at a specific rate instead of just grass).  Reuse of in-game art assets should be prioritized to reduce costs.&lt;br /&gt;
* In T8 have a region named after you/name a region (within limits).&lt;br /&gt;
* Camp Decoration (can be purchased multiple times, functionally equivalent to what's in the store, but maybe this one can add a few wood worth of trees or something).&lt;br /&gt;
* Pharaoh's Wine: a bottle of wine that can fulfill a requirement on a wine notebook (user's choice).  Unlike normal wine, this cannot be tasted, only used as a menu item.  This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Cuisine: A one-serving meal that gives a Gastonomy point.   This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Hashish: A one-dose herb that gives a fumeology point. This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Ancient Map: A map of ore locations in a small area.  This should have a cool in-game art asset and be placeable in a compound if not used.  Since mines don't break anymore, this might not be as useful in T7, but could be very useful in the beginning of T8.&lt;br /&gt;
* Pharaoh's Secret Oasis: This should be a very rare and expensive reward.  You are given the ability to work with a GM to drastically change the ecology of an area out in the desert.  You can add whatever resources you want there, even special ones (e.g. add water/dirt/clay/limestone/white sand, red sand, etc).  Downside is that it has to be far away from chariot stops, and has to conform to some decency standards (no spelling out bad words in limestone or anything)&lt;br /&gt;
* Pharaoh's Special Chariot: Reduces your TT consumption significantly (halved, quartered) when using various warps.  &lt;br /&gt;
* Pharaoh's Student: halves costs of learning skills&lt;br /&gt;
* Pharaoh's Garden: Limited Edition/Special flowers that can be crossbred as normal (perhaps colors that are hard to do.  A little superfluous with mutagenics being unlocked, but I'm sure there's people out there that want new flowers).&lt;br /&gt;
* Raeli Paintshop: Special building that allows you to combine paint colors and white raeli tiles to create colored tiles of that type.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Main_Page&amp;diff=103985</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Main_Page&amp;diff=103985"/>
		<updated>2016-06-02T15:49:55Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Timers Start--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Egypt time currently is: http://armeagle.atitd.org/time.php.png?gameid=ATITD7A&amp;amp;ft=.png [http://armeagle.atitd.org/about.php ?]&amp;lt;br&amp;gt;&lt;br /&gt;
Real time finder: http://wwp.greenwichmeantime.com/info/current-time.htm&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Timers End--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== '''Please keep all personal use pages in a subdirectory under your user page.''' ===&lt;br /&gt;
Instead of pages like Teao, or TeaoSkills, or Teao/Goals, use pages like User:Teao, User:Teao/Skills, User:Teao/Goals&amp;lt;br&amp;gt;&lt;br /&gt;
You can always access your own user page with the link at top of page or hitting alt-shift-. (alt shift period)&lt;br /&gt;
&lt;br /&gt;
=== Wiki Items Needing Attention/Input/Feedback ===&lt;br /&gt;
The following items could use additional attention, input, or feedback, and should be looked at if you have free time or inclination:&lt;br /&gt;
&lt;br /&gt;
*[[Kickstarter|Kickstarter Proposal]] for funding a client/graphics upgrade (in need of additional ideas for sure)&lt;br /&gt;
*[[Feature_Request/petitions|Feature Requests]]&lt;br /&gt;
*[[Bug_Reports|Bug Reports]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Read before copying info from Tale 6 wiki: [[Main_Page#Information_from_Tale_6|Information from Tale 6]]''' ===&lt;br /&gt;
&lt;br /&gt;
== ''' Welcome To Tale 7''' ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Intro Start--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See the section at the bottom on how to create a login!'''&lt;br /&gt;
&lt;br /&gt;
Welcome to A Wiki in the Desert, a wiki for the Massively Multiplayer On-line Role-Playing Game [http://www.atitd.com A Tale in the Desert].&lt;br /&gt;
&lt;br /&gt;
This wiki exists to document the game and to provide a community scratchpad for the players. You can find [[Guides]] on things such as growing flax, an [[Atlas]] of interesting places, and various personal pages created by the [[Special:ListUsers | Users]] and [[:Category:Guilds|Guilds]]. If you're looking to buy and sell, try [[Trading]]. Visit the [http://www.atitd.org/ community portal] for info on current events, debates on the forums, or just random chatter. These links and many more can be found in the wiki sidebar to the left. &lt;br /&gt;
&lt;br /&gt;
Anyone with an ATITD game account can edit any page on this site, but you will need to [[OpenID|log in]] first.  Please read the [http://meta.wikimedia.org/wiki/Help:Contents user's guide] and information on [[Help:Formatting | formatting]] to see how to edit, and read our [[Policies]] before editing.  Politics are not welcome (exception: [[Special:ListUsers | Users]] pages, but no personal attacks please) and, if you want to discuss something such as [[laws]], you'll find the [http://www.atitd.org/forum forums] more suitable. If you have any difficulties, please ask around in game or contact a [[ATITD7:Administrators|wiki admin]]. &lt;br /&gt;
&lt;br /&gt;
If you have a suggestion for how to improve the wiki software, please add it to the [[Server Improvements|Suggestions]] page.  If you have a suggestion for improving the content, please just go ahead and do it!  If you want to contribute but don't know how, start creating missing pages listed [[Special:WantedPages|here]], or verify the information in [[:Category:Unconfirmed|pages containing unchecked content copied from the T6 wiki]].&lt;br /&gt;
&lt;br /&gt;
We also have a voice chat server set up for [[Mumble]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Intro End--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.timezoneconverter.com/cgi-bin/tzc.tzc&lt;br /&gt;
&lt;br /&gt;
== Egypt Global Chat Channels ==&lt;br /&gt;
&lt;br /&gt;
=== Egypt-Wide Player Chat Channels ===&lt;br /&gt;
/join Egypt Today&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/join Egyptian Exchange&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/join Event Channel&lt;br /&gt;
&lt;br /&gt;
=== Dev Chat Channels ===&lt;br /&gt;
&lt;br /&gt;
For Pluribus [[FiresideChat | Fireside]] Chats (also logged)&amp;lt;br /&amp;gt;&lt;br /&gt;
/join Fireside&lt;br /&gt;
&lt;br /&gt;
For standard Dev Chats&amp;lt;br /&amp;gt;&lt;br /&gt;
/join ENN&lt;br /&gt;
&lt;br /&gt;
== How To Register ==&lt;br /&gt;
&lt;br /&gt;
'''Note: that only people with T7 accounts can log into and edit the wiki. Anyone can read the wiki without an account.'''&lt;br /&gt;
&lt;br /&gt;
Before you can log in you must set your webpass in game:&lt;br /&gt;
* Log into the game and type '''/webpass atitd.org ''password'''''&lt;br /&gt;
** (meaning you replace '''''password''''' with a password of your choice - but not your game or bank one!).&lt;br /&gt;
&lt;br /&gt;
You can read a full guide on our [[OpenID]] page.&lt;br /&gt;
&lt;br /&gt;
== How to Log In ==&lt;br /&gt;
&lt;br /&gt;
The ATitD wiki uses [[OpenID]] to manage login accounts, allowing you to use the same user name in the game, in the forums, and on the wiki without setting up additional accounts. You can find login instructions on the [[OpenID]] page. &lt;br /&gt;
&lt;br /&gt;
'''If you have problems logging in, please come to #atitd-wiki in [http://atitd.org/irc/ IRC]'''&lt;br /&gt;
&lt;br /&gt;
== [[Events]] ==&lt;br /&gt;
&lt;br /&gt;
See full details on current and past events on the [[:Category:Events|Events]] page&lt;br /&gt;
&lt;br /&gt;
== Information from Tale 6 ==&lt;br /&gt;
If you copy information directly from an old Tale, make sure you tag the page with the &amp;lt;nowiki&amp;gt;{{T7}}&amp;lt;/nowiki&amp;gt; template so that it is clear that the information needs checking! (just put &amp;lt;nowiki&amp;gt;{{T7}}&amp;lt;/nowiki&amp;gt; at the top of the page edit) &lt;br /&gt;
&lt;br /&gt;
Also, as we clean up these pages please use &amp;lt;nowiki&amp;gt;{{7ok}}&amp;lt;/nowiki&amp;gt; template [[File:t7ok_small.gif]] to mark specific information as having been verified. Information that still needs to be verified should be marked with  &amp;lt;nowiki&amp;gt;{{7}}&amp;lt;/nowiki&amp;gt; template [[File:T7N.png]].&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
{{SideMumble}}&lt;br /&gt;
&lt;br /&gt;
;atitd.org services:&lt;br /&gt;
* [http://www.atitd.org/ Community portal front page]&lt;br /&gt;
* [http://www.atitd.org/forum/ Forums]&lt;br /&gt;
* Mumble [[Mumble|voice chat]] and [http://mumble.atitd.org/ who's online?]&lt;br /&gt;
* IRC: [irc://irc.sorcery.net/atitd #atitd] on sorcery.net&lt;br /&gt;
* Web based [http://atitd.org/irc/ IRC client] (goes to #atitd on Sorcery.Net by default)&lt;br /&gt;
; services from other users:&lt;br /&gt;
* [[atitd.xyz | Teamspeak]] Server ts.atitd.xyz - Provided by [[User:feyth|feyth]]&lt;br /&gt;
* [https://discord.gg/0kvxEfeM1sBBhy6H Discord] server - Set up by [[User:Safa|Safa]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Links ===&lt;br /&gt;
* [http://services.atitd.org/log.php Logs] of the System channel&lt;br /&gt;
* Old (public) Tale 1-6 wikis: [http://www.atitd.org/wiki/tale1 Tale1], [http://www.atitd.org/wiki/tale2 Tale2], [http://www.atitd.org/wiki/tale3 Tale3], [http://www.atitd.org/wiki/tale4 Tale4], [http://www.atitd.org/wiki/tale5 Tale5] [http://www.atitd.org/wiki/tale6 Tale6]&lt;br /&gt;
* Community portal [http://stats.atitd.org/ server statistics]&lt;br /&gt;
* [http://twitter.com/atitd Twitter feed] of the System channel [Currently Unused]&lt;br /&gt;
&lt;br /&gt;
__NOCACHE__&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Main_Page&amp;diff=103984</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Main_Page&amp;diff=103984"/>
		<updated>2016-06-02T15:49:11Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Timers Start--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Egypt time currently is: http://armeagle.atitd.org/time.php.png?gameid=ATITD7A&amp;amp;ft=.png [http://armeagle.atitd.org/about.php ?]&amp;lt;br&amp;gt;&lt;br /&gt;
Real time finder: http://wwp.greenwichmeantime.com/info/current-time.htm&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Timers End--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== '''Please keep all personal use pages in a subdirectory under your user page.''' ===&lt;br /&gt;
Instead of pages like Teao, or TeaoSkills, or Teao/Goals, use pages like User:Teao, User:Teao/Skills, User:Teao/Goals&amp;lt;br&amp;gt;&lt;br /&gt;
You can always access your own user page with the link at top of page or hitting alt-shift-. (alt shift period)&lt;br /&gt;
&lt;br /&gt;
== Wiki Items Needing Attention/Input/Feedback ==&lt;br /&gt;
The following items could use additional attention, input, or feedback, and should be looked at if you have free time or inclination:&lt;br /&gt;
&lt;br /&gt;
*[[Kickstarter|Kickstarter Proposal]] for funding a client/graphics upgrade (in need of additional ideas for sure)&lt;br /&gt;
*[[Feature_Request/petitions|Feature Requests]]&lt;br /&gt;
*[[Bug_Reports|Bug Reports]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Read before copying info from Tale 6 wiki: [[Main_Page#Information_from_Tale_6|Information from Tale 6]]''' ===&lt;br /&gt;
&lt;br /&gt;
== ''' Welcome To Tale 7''' ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Intro Start--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See the section at the bottom on how to create a login!'''&lt;br /&gt;
&lt;br /&gt;
Welcome to A Wiki in the Desert, a wiki for the Massively Multiplayer On-line Role-Playing Game [http://www.atitd.com A Tale in the Desert].&lt;br /&gt;
&lt;br /&gt;
This wiki exists to document the game and to provide a community scratchpad for the players. You can find [[Guides]] on things such as growing flax, an [[Atlas]] of interesting places, and various personal pages created by the [[Special:ListUsers | Users]] and [[:Category:Guilds|Guilds]]. If you're looking to buy and sell, try [[Trading]]. Visit the [http://www.atitd.org/ community portal] for info on current events, debates on the forums, or just random chatter. These links and many more can be found in the wiki sidebar to the left. &lt;br /&gt;
&lt;br /&gt;
Anyone with an ATITD game account can edit any page on this site, but you will need to [[OpenID|log in]] first.  Please read the [http://meta.wikimedia.org/wiki/Help:Contents user's guide] and information on [[Help:Formatting | formatting]] to see how to edit, and read our [[Policies]] before editing.  Politics are not welcome (exception: [[Special:ListUsers | Users]] pages, but no personal attacks please) and, if you want to discuss something such as [[laws]], you'll find the [http://www.atitd.org/forum forums] more suitable. If you have any difficulties, please ask around in game or contact a [[ATITD7:Administrators|wiki admin]]. &lt;br /&gt;
&lt;br /&gt;
If you have a suggestion for how to improve the wiki software, please add it to the [[Server Improvements|Suggestions]] page.  If you have a suggestion for improving the content, please just go ahead and do it!  If you want to contribute but don't know how, start creating missing pages listed [[Special:WantedPages|here]], or verify the information in [[:Category:Unconfirmed|pages containing unchecked content copied from the T6 wiki]].&lt;br /&gt;
&lt;br /&gt;
We also have a voice chat server set up for [[Mumble]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Intro End--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.timezoneconverter.com/cgi-bin/tzc.tzc&lt;br /&gt;
&lt;br /&gt;
== Egypt Global Chat Channels ==&lt;br /&gt;
&lt;br /&gt;
=== Egypt-Wide Player Chat Channels ===&lt;br /&gt;
/join Egypt Today&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/join Egyptian Exchange&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/join Event Channel&lt;br /&gt;
&lt;br /&gt;
=== Dev Chat Channels ===&lt;br /&gt;
&lt;br /&gt;
For Pluribus [[FiresideChat | Fireside]] Chats (also logged)&amp;lt;br /&amp;gt;&lt;br /&gt;
/join Fireside&lt;br /&gt;
&lt;br /&gt;
For standard Dev Chats&amp;lt;br /&amp;gt;&lt;br /&gt;
/join ENN&lt;br /&gt;
&lt;br /&gt;
== How To Register ==&lt;br /&gt;
&lt;br /&gt;
'''Note: that only people with T7 accounts can log into and edit the wiki. Anyone can read the wiki without an account.'''&lt;br /&gt;
&lt;br /&gt;
Before you can log in you must set your webpass in game:&lt;br /&gt;
* Log into the game and type '''/webpass atitd.org ''password'''''&lt;br /&gt;
** (meaning you replace '''''password''''' with a password of your choice - but not your game or bank one!).&lt;br /&gt;
&lt;br /&gt;
You can read a full guide on our [[OpenID]] page.&lt;br /&gt;
&lt;br /&gt;
== How to Log In ==&lt;br /&gt;
&lt;br /&gt;
The ATitD wiki uses [[OpenID]] to manage login accounts, allowing you to use the same user name in the game, in the forums, and on the wiki without setting up additional accounts. You can find login instructions on the [[OpenID]] page. &lt;br /&gt;
&lt;br /&gt;
'''If you have problems logging in, please come to #atitd-wiki in [http://atitd.org/irc/ IRC]'''&lt;br /&gt;
&lt;br /&gt;
== [[Events]] ==&lt;br /&gt;
&lt;br /&gt;
See full details on current and past events on the [[:Category:Events|Events]] page&lt;br /&gt;
&lt;br /&gt;
== Information from Tale 6 ==&lt;br /&gt;
If you copy information directly from an old Tale, make sure you tag the page with the &amp;lt;nowiki&amp;gt;{{T7}}&amp;lt;/nowiki&amp;gt; template so that it is clear that the information needs checking! (just put &amp;lt;nowiki&amp;gt;{{T7}}&amp;lt;/nowiki&amp;gt; at the top of the page edit) &lt;br /&gt;
&lt;br /&gt;
Also, as we clean up these pages please use &amp;lt;nowiki&amp;gt;{{7ok}}&amp;lt;/nowiki&amp;gt; template [[File:t7ok_small.gif]] to mark specific information as having been verified. Information that still needs to be verified should be marked with  &amp;lt;nowiki&amp;gt;{{7}}&amp;lt;/nowiki&amp;gt; template [[File:T7N.png]].&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
{{SideMumble}}&lt;br /&gt;
&lt;br /&gt;
;atitd.org services:&lt;br /&gt;
* [http://www.atitd.org/ Community portal front page]&lt;br /&gt;
* [http://www.atitd.org/forum/ Forums]&lt;br /&gt;
* Mumble [[Mumble|voice chat]] and [http://mumble.atitd.org/ who's online?]&lt;br /&gt;
* IRC: [irc://irc.sorcery.net/atitd #atitd] on sorcery.net&lt;br /&gt;
* Web based [http://atitd.org/irc/ IRC client] (goes to #atitd on Sorcery.Net by default)&lt;br /&gt;
; services from other users:&lt;br /&gt;
* [[atitd.xyz | Teamspeak]] Server ts.atitd.xyz - Provided by [[User:feyth|feyth]]&lt;br /&gt;
* [https://discord.gg/0kvxEfeM1sBBhy6H Discord] server - Set up by [[User:Safa|Safa]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Links ===&lt;br /&gt;
* [http://services.atitd.org/log.php Logs] of the System channel&lt;br /&gt;
* Old (public) Tale 1-6 wikis: [http://www.atitd.org/wiki/tale1 Tale1], [http://www.atitd.org/wiki/tale2 Tale2], [http://www.atitd.org/wiki/tale3 Tale3], [http://www.atitd.org/wiki/tale4 Tale4], [http://www.atitd.org/wiki/tale5 Tale5] [http://www.atitd.org/wiki/tale6 Tale6]&lt;br /&gt;
* Community portal [http://stats.atitd.org/ server statistics]&lt;br /&gt;
* [http://twitter.com/atitd Twitter feed] of the System channel [Currently Unused]&lt;br /&gt;
&lt;br /&gt;
__NOCACHE__&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=103982</id>
		<title>Kickstarter</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=103982"/>
		<updated>2016-06-02T15:16:16Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Kickstarter Proposal=&lt;br /&gt;
These are my rough thoughts on what a kickstarter to rewrite the game engine could look like.  Feedback/modification is appreciated&lt;br /&gt;
&lt;br /&gt;
==Need for a Kickstarter==&lt;br /&gt;
Currently, the game engine is heavily outdated (being in continually development by Teppy since inception of the game) and there are many key elements missing from the game's source files (damaged/lost models being one key example).  Funding is needed to bring ATITD into the modern era of graphics, improving performance, and making the overall platform stable and maintainable (which it currently is not).  Exact funding is to be determined by Pluribus, as he has insight into the financials of Pluribus Games.  &lt;br /&gt;
&lt;br /&gt;
===Pluribus's Stated Opinion on the difficulty of a Kickstarter===&lt;br /&gt;
In a Fireside chat (2016-03-14 00:13:52), Pluribus stated:&lt;br /&gt;
&lt;br /&gt;
Pluribus: A: A successful kickstarter requires more than just desire and clicking the &amp;quot;Start a Kickstarter&amp;quot; button. It requires a significant time and resource investment to develop the plan, make videos to attract donors, constant attention to providing feedback and changes as the campaign progresses. It ALSO requires a base of donors who are willing donate considerably above and beyond the average person who would play the game in order to properly fund it. Without EITHER the time and money investments to run the campaign or the donor base, then the campaign is a waste of time/resources. When I consider that fully 1/3 of the players who have quit and answered the exit poll have stated financial reasons for quiting, I am not convinced that there is good chance of funding an engine redevelopment.&lt;br /&gt;
&lt;br /&gt;
This page is in part to help alleviate the planning portion of the kickstarter, and show that there is a base of backers who would fund this idea.  &lt;br /&gt;
&lt;br /&gt;
===Community as a Resource===&lt;br /&gt;
One of the consistent benefits that ATITD has going for it is the large community.  This is a group of people who come together to help one another out and create each new telling.  For players of this game, many names are household (going to shout out [[User:Ariella|Ariella]] for helping me get started in T4) for players of the game.  Who hasn't had a strain of Tedra flax or vines?  Or an Ariella/Pascalito Lilly?  There are dozens of players who have skills useful for this game and who are more than willing to contribute their skills if it means Egypt continuing into the future.  Not to mention that we get passionate about this game, and that passion will drive others towards it.&lt;br /&gt;
&lt;br /&gt;
===Need for New Players===&lt;br /&gt;
This game is in need of new players and drawing back in existing or former players who are no longer subscribed.  Pluribus has said clearly that the financials for the game are not in a good condition (particularly if he and his family enjoy eating and living in a house).  This game should be more than capable of supporting itself if its playerbase is built up with enough left over for Pluribus &amp;amp; Family to live comfortably.&lt;br /&gt;
&lt;br /&gt;
===Existing Client and Game as a Deterrent===&lt;br /&gt;
I've read a number of reviews over the years (one published as recently as January) that bring to light some of the issues of new players.  The ones I've seen recently are:&lt;br /&gt;
* Game Client looks like it is from the early 2000's (because it is).&lt;br /&gt;
* Performance is terrible (caused by the old render engine running in a fixed pipeline vs fully programmable pipeline)&lt;br /&gt;
* New players are largely left to fend for themselves with no real direction.  The tests are guidelines, but honestly, very few players will attempt every test.  There's so much going on that new players are left lost, unless they are picked up by a guild.&lt;br /&gt;
* Solo-player aspects of the game are minimized (getting stone, sheep, etc is difficult as a solo player).  This is a community game, but it needs to still be fun if none of your friends are online (for example, I can certainly go have fun in WoW or SWTOR if none of my friends are online, even if I'd prefer playing with them). &lt;br /&gt;
* The game is a large collection of highly meta mini-games.  Its taken 7 tellings of experience to fully figure some things out (and some are still guesses).  This is off-putting for new players who don't want to have to check the wiki for every little thing.&lt;br /&gt;
&lt;br /&gt;
===Kickstarter As Advertising Tool===&lt;br /&gt;
At a minimum, running a kickstarter, successful or not, is a very cheap advertising tool.  There's a story for a lot of video game blogs, news sites, etc, that an old MMO is seeking crowdfunding.  Add in the fact that the existing game is available, and you'll see a surge of people logging in to see what the game is about.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Proposal==&lt;br /&gt;
&lt;br /&gt;
===Kickstarter Goal===&lt;br /&gt;
Fund the rewriting of the Game Engine, recreation of lost models, recreation of lost art assets, and general game improvements to bring ATITD to a wider audience.  The overall goal being to bring ATITD into the modern era of MMORPGs, improve performance, and improve the overall stability, maintainability, and ease of improvement.  (note sure what of this should be stretch goals and what is the base.  Probably the rewrite of the game engine and render engine should be the base as it is really needed, but the rest seem to be in support of that goal).&lt;br /&gt;
&lt;br /&gt;
====Reward Ideas====&lt;br /&gt;
* Special Thanks/Special Mention (Low tier reward, probably $1-5)&lt;br /&gt;
* T-Shirts, Ballcaps, some other physical merchandise&lt;br /&gt;
* See if any active players can make things ATITD related and partner with them (good publicity for them as well as ATITD).&lt;br /&gt;
* Subscriptions?  Perhaps at a higher cost than what's in the store to support ATITD?  I don't like this idea very much but its an obvious one.  Maybe giftable subscription tokens that are good for the rest of the telling?  I'd avoid T8 subscription pre-sales as T8 is not guaranteed at this point nor do you want to spend subscription money on the rewrite.&lt;br /&gt;
* Loot Crate-esque subscription, either in game or IRL.  Monthly you receive a cache of goodies that are ATITD related (could tie in to donations from players who make real things).  Alternatively, you receive an in-game crate that has a random reward in it from a small list (including rarer items like new plant genomes). Maybe something like an [http://www.theindiebox.com/ IndieBox]?&lt;br /&gt;
&lt;br /&gt;
====In game rewards====&lt;br /&gt;
It should be possible to select these rewards for T7 or T8 (or potentially T9 if the rewrite will take a long time).&lt;br /&gt;
* Sheep&lt;br /&gt;
* Camels&lt;br /&gt;
* In game cosmetic items/clothes that are not generally available&lt;br /&gt;
* In game pets (cats, dogs, ponies)&lt;br /&gt;
* In game resources (e.g. crate of 10,000 flax or some other item.  Maybe rarer gems (Huge gems) or already cut gems of hard to make patterns  Make this purchasable multiple times as part of the campaign, as I think this would be a high demand item.  I'm not a fan of this or any in-game functional items being available in the store permanently)&lt;br /&gt;
* Custom Emotes or Titles&lt;br /&gt;
* Extra cornerstones (you can't even have enough)&lt;br /&gt;
* Special Buildings only available for the event (e.g. a digger that doesn't take petroleum that runs automatically, a crematorium that perfectly burns ash/lime without tending, a firepit that stokes itself, a greenhouse that generates flax at a specific rate instead of just grass).  Reuse of in-game art assets should be prioritized to reduce costs.&lt;br /&gt;
* In T8 have a region named after you/name a region (within limits).&lt;br /&gt;
* Camp Decoration (can be purchased multiple times, functionally equivalent to what's in the store, but maybe this one can add a few wood worth of trees or something).&lt;br /&gt;
* Pharaoh's Wine: a bottle of wine that can fulfill a requirement on a wine notebook (user's choice).  Unlike normal wine, this cannot be tasted, only used as a menu item.  This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Cuisine: A one-serving meal that gives a Gastonomy point.   This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Hashish: A one-dose herb that gives a fumeology point. This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Ancient Map: A map of ore locations in a small area.  This should have a cool in-game art asset and be placeable in a compound if not used.  Since mines don't break anymore, this might not be as useful in T7, but could be very useful in the beginning of T8.&lt;br /&gt;
* Pharaoh's Secret Oasis: This should be a very rare and expensive reward.  You are given the ability to work with a GM to drastically change the ecology of an area out in the desert.  You can add whatever resources you want there, even special ones (e.g. add water/dirt/clay/limestone/white sand, red sand, etc).  Downside is that it has to be far away from chariot stops, and has to conform to some decency standards (no spelling out bad words in limestone or anything)&lt;br /&gt;
* Pharaoh's Special Chariot: Reduces your TT consumption significantly (halved, quartered) when using various warps.  &lt;br /&gt;
* Pharaoh's Student: halves costs of learning skills&lt;br /&gt;
* Pharaoh's Garden: Limited Edition/Special flowers that can be crossbred as normal (perhaps colors that are hard to do.  A little superfluous with mutagenics being unlocked, but I'm sure there's people out there that want new flowers).&lt;br /&gt;
* Raeli Paintshop: Special building that allows you to combine paint colors and white raeli tiles to create colored tiles of that type.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Test_of_the_Vigil&amp;diff=103978</id>
		<title>Test of the Vigil</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Test_of_the_Vigil&amp;diff=103978"/>
		<updated>2016-06-02T14:17:00Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{Sidebar Test&lt;br /&gt;
    |prefix = Test of the&lt;br /&gt;
    |name = Vigil&lt;br /&gt;
    |discipline = Worship&lt;br /&gt;
    |level = 5&lt;br /&gt;
|principles =&lt;br /&gt;
* Locate a [[requires::Common Altar]]&lt;br /&gt;
* Gather [[requires::Wood]] from a tree&lt;br /&gt;
* Make [[requires::Firebricks]] using a [[Box Kiln]] &lt;br /&gt;
* Crush [[Flax Seeds]] for [[requires::Oil]] at a [[Kitchen]]&lt;br /&gt;
* Make a [[requires::Silver Bowl]] using a Casting Box&lt;br /&gt;
* Build a [[requires::Sacrificial Bonfire]]&lt;br /&gt;
* Make a Sacrifice&lt;br /&gt;
    |demo name = Skyfeather&lt;br /&gt;
    |demo date = 04-OCT-2015&lt;br /&gt;
    |demo region = Eastern Grounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vigil.jpg]]&lt;br /&gt;
&lt;br /&gt;
==University Text==&lt;br /&gt;
''Conduct a Vigil at a Sacrificial Bonfire. Visions will come to those around the bonfire, illuminating the required offerings. Scoring is based on the length of the Vigil, and your participation.''&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The '''Test of the Vigil''' is the first [[Tests|test]] in the discipline of [[Worship]].&lt;br /&gt;
&lt;br /&gt;
Conduct a Vigil at a [[Sacrificial Bonfire]]. Visions will come to those around the bonfire, illuminating the required offerings. Scoring is based on the length of the Vigil, and your participation.&lt;br /&gt;
&lt;br /&gt;
Caution:  The vigil starts off extremely slowly and only calls for a sacrifice every 15 teppy minutes.&lt;br /&gt;
&lt;br /&gt;
== Passing the Principle ==&lt;br /&gt;
&lt;br /&gt;
* [[Firebricks]] can be done in a [[True Kiln]]&lt;br /&gt;
* You '''only''' need to make a sacrifice to pass. Doing so before the other items listed displays the message &amp;quot;Making a Sacrifice allowed you to skip some steps in Principles of The Vigil - smart move!&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
When a Vigil completes, the points for it are distributed as follows:&lt;br /&gt;
Each player gets points equal to the number of their own sacrifices multiplied by the number of sacrifices made by other people at this Vigil. So if somebody did a Vigil all on their own, they would receive 0 points for it.&lt;br /&gt;
&lt;br /&gt;
An example with 20 total sacrifices with 3 participants, if A, B and C made sacrifices.. A=10, B=8, C=2.. points would be A=100, B=96, C=36.&lt;br /&gt;
&lt;br /&gt;
Points accumulate over time, so if you participate in several Vigils, the points for each are added to your score.&lt;br /&gt;
&lt;br /&gt;
== Guilds ==&lt;br /&gt;
Guilds that help organise vigils:&lt;br /&gt;
* [[Guild/Vigilant Visions|Vigilant Visions]] - Vigil on 10-OCT-2015&lt;br /&gt;
&lt;br /&gt;
==Passing the Test==&lt;br /&gt;
Every Sunday, the 7 players with the highest points pass the test. Everyone who does not pass keeps their score and can continue accumulating points for later weeks.&lt;br /&gt;
&lt;br /&gt;
Test Pass History - http://julianatdeltona.com/atitd/PassedTests.aspx&lt;br /&gt;
&lt;br /&gt;
== '''What is a Vigil, really?''' ==&lt;br /&gt;
&lt;br /&gt;
A Vigil is, in essence, a large scavenger hunt. Clicking on the sacrificial bonfire gives you a list of items you must scavenge and the time limit for each item. The Vigil will continue until the participants fail to turn in an item in time. Vigils look complicated, but are great fun, especially as the hour grows late and people desperately struggle to find rare items to continue their Vigil. Vigil participants have been known to disassemble and salvage valuable buildings to keep it running long after they have achieved a passing score.&lt;br /&gt;
&lt;br /&gt;
* Principle seekers: All you have to do is show up at the vigil and make one sac. That is it. Ignore all the other stuff on your tab. Just go to the vigil, take papy, slate, or anything else on this list: http://wiki.atitd.net/tale3/VigilSupplies in any reasonable quantity you can spare, and ask for a turn.&lt;br /&gt;
&lt;br /&gt;
* If you want to do a Vigil in earnest - if you're trying to do a one-shot pass, for example - you NEED to do the following:&lt;br /&gt;
# Have a processing compound VERY close to the Vigil site. By, &amp;quot;processing,&amp;quot; I mean, all of the buildings that turn one basic resource into another - Hackling Rakes, Distaffs, Rock Saws, and so on. &lt;br /&gt;
# Have large quantities of raw materials (such as cuttable stone, papyrus, flax, and so on) on-hand before you even start, so that you can either sacrifice the raws, or process and sacrifice the advanced materials, depending on what the Vigil calls for.&lt;br /&gt;
# Have one person dedicated to being the Caller, and announcing Sacrifices as they show up (and assigning them, if you're doing a firm turn-based system). Feel free to trade out callers as the Vigil goes on, but make sure you transition smoothly.&lt;br /&gt;
# Keep a log of what has been called, what has been sacrificed, and what's still open. While you can check the Vigil fire any time to see what Sacrifices are open, as the Vigil wears on, the list can become VERY long (up to 120 items, theoretically). This log will help future Vigils prepare more carefully.&lt;br /&gt;
#Keep an emergency stash of materials, in case someone can't make their sacrifice, so you can toss things in when an open Sacrifice gets down to the 5-minute mark. &lt;br /&gt;
&lt;br /&gt;
*'''Note: it will ask for your seeds.'''&lt;br /&gt;
*'''Note: Vigils are asking for complex items, such as 5k+ quality Shovels, this time around. (During the Venerate Vigil, a 9k+ Quality shovel was asked for. Sariel'''&lt;br /&gt;
&lt;br /&gt;
== '''How to Prepare for a Vigil''' ==&lt;br /&gt;
&lt;br /&gt;
One suggested method of preparation is to gather the following...&lt;br /&gt;
&lt;br /&gt;
* Five or six chests on-site&lt;br /&gt;
* Facilities for flax, boards, and bricks on-site&lt;br /&gt;
* Seeds of every type, jugs, and water on-site&lt;br /&gt;
* An ample supply of medium and small gems of each type (5-10 each), as well as knowledge of nearby [[Maps/Public Mines|public mines]]&lt;br /&gt;
* An ample supply of the rarer metal ores. (20-30 each), as well as knowledge of nearby public mines&lt;br /&gt;
* An ample supply of Papyrus (~1000), and an established method for getting more&lt;br /&gt;
* Baskets&lt;br /&gt;
* An ample supply of each type of fish (~500 for common types, ~60 for rare types), and knowledge of nearby bands?&lt;br /&gt;
* Two or three administrators or 'callers' who are committed to staying in shifts until the thing ends&lt;br /&gt;
* An established, understood, and agreed-upon system for accepting new participants, and putting them in order&lt;br /&gt;
* A nearby compound with all advanced facilities (saws, rakes, etc.) kept current, to which you have access&lt;br /&gt;
* Access to cuttable gemstones, as well as a variety of specialty cuts&lt;br /&gt;
* Mandibular glue&lt;br /&gt;
* Wines of varying sugar content, age, and percentage of alcohol&lt;br /&gt;
* The best shovels and hatchets you can find&lt;br /&gt;
* Unless your participants are already in the same guild, strongly consider making (or coopting) a guild just for vigil communications. Becoming a team, even just for the vigil, is a BIG boost to both productivity and morale (not to mention being able to coordinate who sacrifices next).&lt;br /&gt;
&lt;br /&gt;
''All of the above amounts are very speculative, based on how long you intend to keep the fire going.  Lots of everything is a very valid strategy.''&lt;br /&gt;
&lt;br /&gt;
A solid recommendation would be to review the Vigil preparation lists provided by prominent Worship-themed guilds.&lt;br /&gt;
&lt;br /&gt;
== '''What to do''' ==&lt;br /&gt;
&lt;br /&gt;
* Build your chests, stash your goods. Make everything viewable to the public and stashable by the public.&lt;br /&gt;
* The admins should be in the same guild if possible. If so guild the chests. If not, understand clearly who the &amp;quot;lead&amp;quot; admin is at any given time. That person will stay at the fire, call out sacs, and hand out supplies to the person whose turn it is. When the lead changes due to fatigue or injury ;), the lead gives all the chests to the new lead.&lt;br /&gt;
* When a new participant arrives, there are a number of ways of engaging them. An up-front donation works, as does delaying their spot in line for one round, to see how they work. Unfortunately once your fire is public it is not really possible to enforce anything. People can sacrifice out of turn if they want to, and it is undetectable. For this reason it is best not to go -too- public with your vigil. I trusted pretty much everyone in Egypt until my most recent Vigil. In my experience, ten smart people, admins included in that number, can keep a Vigil going almost to 200. If the need is dire, tell everyone to move back from the fire unless making a sacrifice. This offers some hope of at least shaming/outing a lurking sac-stealer&lt;br /&gt;
* Basically everyone who is in line should be working on someone's donation at all times. If there is a complete lull, Papyrus, flaxing, fishing, and digging are a never-ending source of amusement, as well as future relief.&lt;br /&gt;
* As Bortoas points out, it starts slow. Only the admins will be needed for perhaps the first 3-5 hours. Do not burn travel time during this period, and do not spend your stores. It will really peak after about 12, so the best time to start a vigil is in the middle of the night.&lt;br /&gt;
&lt;br /&gt;
''Additional Input - Myremi''&lt;br /&gt;
&lt;br /&gt;
* I had 1 caller, 2 people to ferry stuff over, 1 person recording actual sacs on wiki (he tracks this according to what the caller says). Towards the end, the caller updated the wiki as well but to ferry the stuff, best to assign 2 people to do the job. Always have backup for each duty in case things go wrong.&lt;br /&gt;
* Caller announces the person to do the sac AND next person in the queue.&lt;br /&gt;
* Chests were placed quite a bit back from the altar so that traffic (refilling chests/removing stuff) is easier.&lt;br /&gt;
* If there are 11 people present at start of vigil, can start digging for stones, even without food. Need a lot of cuttable stones.&lt;br /&gt;
* Make sure everyone understands the system in place and get a few people to act as backups in case leader(s) disconnect from system.&lt;br /&gt;
* May be a good idea to have some experienced folks nearby in case you need help.&lt;br /&gt;
* Be flexible in case you have to make changes to the system.&lt;br /&gt;
&lt;br /&gt;
== '''Public Vigils''' ==&lt;br /&gt;
Not all vigils are as Regimented as above. Many vigils instead use L2PBS or EXTRA channel, or even the regional chat channel where the vigil is being held. A caller will announce the items to be sacrificed, and an individual can claim those items, as follows:&lt;br /&gt;
* A caller announces an item, such as &amp;quot;283 rotten flax&amp;quot;, usually while announcing a category (i.e. &amp;quot;The following items in 1 hour...&amp;quot;&lt;br /&gt;
* Player then types into whatever channel the Vigil is taking part in: &amp;quot;Claim rotten flax&amp;quot;&lt;br /&gt;
* Player is then responsible for ensuring those items are sacrificed before the timer runs out&lt;br /&gt;
&lt;br /&gt;
== '''Notes''' ==&lt;br /&gt;
&lt;br /&gt;
A sacrifice will be listed as (in order of time):&lt;br /&gt;
&lt;br /&gt;
* Longer than One Hour...&lt;br /&gt;
* Within One Hour...&lt;br /&gt;
* Within Twenty Minutes...&lt;br /&gt;
* Within Five Minutes...&lt;br /&gt;
* Within ONE MINUTE...&lt;br /&gt;
&lt;br /&gt;
The first sacrifice of the vigil can now be made for up to 2 hours.  If you fail to make a sacrifice after its 1 MINUTE warning, the bonfire will disappear and the Vigil will end.&lt;br /&gt;
&lt;br /&gt;
To calculate your score, take the total number of sacrifices made, subtract the number of sacrifices you made yourself (both numbers are shown to you every time you make a sacrifice), then multiply the result by the number of sacrifices made yourself. So, if there are 200 sacrifices made in total, and you did 50 of them, your score is (200 - 50) * 50 which is 7500. Or, in other words, your score is the number of sacrifices you made multiplied by the number of sacrifices everybody else made.&lt;br /&gt;
&lt;br /&gt;
'''Known Sacrifice Materials'''&lt;br /&gt;
&lt;br /&gt;
* My guess is that Vigils request resources based on some in-game metric of how available they are, together with a small random factor. This would fit Teppy's usual idea of whether something is possible. If there are 2000 medium stones currently in Egypt then surely those conducting the vigil can find 10 of them... If the theory is correct we should see this reflected in the popularity of certain sacrifices over the coming weeks. For example sacrifices of Baskets should rise as more people make them for use in harvesting grass. -- Tialaramex&lt;br /&gt;
&lt;br /&gt;
* I wonder if the &amp;quot;availability&amp;quot; is less of how many there are in Egypt at any one time, but rather if the tech is currently available at all. I.e. There was a time when we couldn't create alloys, so they would not be asked by the Gods in a Vigil. As they can now be created, irrespective of how much alloy exists in the world, they will be asked for in a Vigil. Actually, alloys (or one of their products, like gears or scythes) might be a good thing to use to check the theory as I don't believe there are many around. Or candles? They have little use beyond Worship tests and tuition, so likely there are few &amp;quot;available for use&amp;quot; in Vigils. -- Mathir&lt;br /&gt;
--From looking at the few examples of code that Teppy has released, I would be surprised if he bothered to do a count of available items.  It is very likely based on technology and tests available.  I thought there was a vigil that died out in T4 because it required lithium (or something) that there had not been a mine discovered for yet.&lt;br /&gt;
&lt;br /&gt;
* Perhaps each vigil over X sacrifices adds 1 new item to the list of things that are available.  Chicken meat started at a large one in meroe i think, and now vigils are asking for 6%+ wine.  Both of these are much less common than alloys that aren't required at the moment. --[[User:Fadenra|FadenRa]] 16:28, 14 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
* [[Test Pass History#Test of the Vigil|Test Pass History]].&lt;br /&gt;
* [[Test of the Vigil/Demonstration|Demonstration Info]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TestsNav|Worship}}&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=103909</id>
		<title>Kickstarter</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=103909"/>
		<updated>2016-06-02T01:26:00Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Need for a Kickstarter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Kickstarter Proposal=&lt;br /&gt;
These are my rough thoughts on what a kickstarter to rewrite the game engine could look like.  Feedback/modification is appreciated&lt;br /&gt;
&lt;br /&gt;
==Need for a Kickstarter==&lt;br /&gt;
Currently, the game engine is heavily outdated (being in continually development by Teppy since inception of the game) and there are many key elements missing from the game's source files (damaged/lost models being one key example).  Funding is needed to bring ATITD into the modern era of graphics, improving performance, and making the overall platform stable and maintainable (which it currently is not).  Exact funding is to be determined by Pluribus, as he has insight into the financials of Pluribus Games.  &lt;br /&gt;
&lt;br /&gt;
===Community as a Resource===&lt;br /&gt;
One of the consistent benefits that ATITD has going for it is the large community.  This is a group of people who come together to help one another out and create each new telling.  For players of this game, many names are household (going to shout out [[User:Ariella|Ariella]] for helping me get started in T4) for players of the game.  Who hasn't had a strain of Tedra flax or vines?  Or an Ariella/Pascalito Lilly?  There are dozens of players who have skills useful for this game and who are more than willing to contribute their skills if it means Egypt continuing into the future.  Not to mention that we get passionate about this game, and that passion will drive others towards it.&lt;br /&gt;
&lt;br /&gt;
===Need for New Players===&lt;br /&gt;
This game is in need of new players and drawing back in existing or former players who are no longer subscribed.  Pluribus has said clearly that the financials for the game are not in a good condition (particularly if he and his family enjoy eating and living in a house).  This game should be more than capable of supporting itself if its playerbase is built up with enough left over for Pluribus &amp;amp; Family to live comfortably.&lt;br /&gt;
&lt;br /&gt;
===Existing Client and Game as a Deterrent===&lt;br /&gt;
I've read a number of reviews over the years (one published as recently as January) that bring to light some of the issues of new players.  The ones I've seen recently are:&lt;br /&gt;
* Game Client looks like it is from the early 2000's (because it is).&lt;br /&gt;
* Performance is terrible (caused by the old render engine running in a fixed pipeline vs fully programmable pipeline)&lt;br /&gt;
* New players are largely left to fend for themselves with no real direction.  The tests are guidelines, but honestly, very few players will attempt every test.  There's so much going on that new players are left lost, unless they are picked up by a guild.&lt;br /&gt;
* Solo-player aspects of the game are minimized (getting stone, sheep, etc is difficult as a solo player).  This is a community game, but it needs to still be fun if none of your friends are online (for example, I can certainly go have fun in WoW or SWTOR if none of my friends are online, even if I'd prefer playing with them). &lt;br /&gt;
* The game is a large collection of highly meta mini-games.  Its taken 7 tellings of experience to fully figure some things out (and some are still guesses).  This is off-putting for new players who don't want to have to check the wiki for every little thing.&lt;br /&gt;
&lt;br /&gt;
==The Proposal==&lt;br /&gt;
&lt;br /&gt;
===Kickstarter Goal===&lt;br /&gt;
Fund the rewriting of the Game Engine, recreation of lost models, recreation of lost art assets, and general game improvements to bring ATITD to a wider audience.  The overall goal being to bring ATITD into the modern era of MMORPGs, improve performance, and improve the overall stability, maintainability, and ease of improvement.  (note sure what of this should be stretch goals and what is the base.  Probably the rewrite of the game engine and render engine should be the base as it is really needed, but the rest seem to be in support of that goal).&lt;br /&gt;
&lt;br /&gt;
====Reward Ideas====&lt;br /&gt;
* Special Thanks/Special Mention (Low tier reward, probably $1-5)&lt;br /&gt;
* T-Shirts, Ballcaps, some other physical merchandise&lt;br /&gt;
* See if any active players can make things ATITD related and partner with them (good publicity for them as well as ATITD).&lt;br /&gt;
* Subscriptions?  Perhaps at a higher cost than what's in the store to support ATITD?  I don't like this idea very much but its an obvious one.  Maybe giftable subscription tokens that are good for the rest of the telling?  I'd avoid T8 subscription pre-sales as T8 is not guaranteed at this point nor do you want to spend subscription money on the rewrite.&lt;br /&gt;
* Loot Crate-esque subscription, either in game or IRL.  Monthly you receive a cache of goodies that are ATITD related (could tie in to donations from players who make real things).  Alternatively, you receive an in-game crate that has a random reward in it from a small list (including rarer items like new plant genomes).&lt;br /&gt;
&lt;br /&gt;
====In game rewards====&lt;br /&gt;
It should be possible to select these rewards for T7 or T8 (or potentially T9 if the rewrite will take a long time).&lt;br /&gt;
* Sheep&lt;br /&gt;
* Camels&lt;br /&gt;
* In game cosmetic items/clothes that are not generally available&lt;br /&gt;
* In game pets (cats, dogs, ponies)&lt;br /&gt;
* In game resources (e.g. crate of 10,000 flax or some other item.  Maybe rarer gems (Huge gems) or already cut gems of hard to make patterns  Make this purchasable multiple times as part of the campaign, as I think this would be a high demand item.  I'm not a fan of this or any in-game functional items being available in the store permanently)&lt;br /&gt;
* Custom Emotes or Titles&lt;br /&gt;
* Extra cornerstones (you can't even have enough)&lt;br /&gt;
* Special Buildings only available for the event (e.g. a digger that doesn't take petroleum that runs automatically, a crematorium that perfectly burns ash/lime without tending, a firepit that stokes itself, a greenhouse that generates flax at a specific rate instead of just grass).  Reuse of in-game art assets should be prioritized to reduce costs.&lt;br /&gt;
* In T8 have a region named after you/name a region (within limits).&lt;br /&gt;
* Camp Decoration (can be purchased multiple times, functionally equivalent to what's in the store, but maybe this one can add a few wood worth of trees or something).&lt;br /&gt;
* Pharaoh's Wine: a bottle of wine that can fulfill a requirement on a wine notebook (user's choice).  Unlike normal wine, this cannot be tasted, only used as a menu item.  This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Cuisine: A one-serving meal that gives a Gastonomy point.   This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Hashish: A one-dose herb that gives a fumeology point. This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Ancient Map: A map of ore locations in a small area.  This should have a cool in-game art asset and be placeable in a compound if not used.  Since mines don't break anymore, this might not be as useful in T7, but could be very useful in the beginning of T8.&lt;br /&gt;
* Pharaoh's Secret Oasis: This should be a very rare and expensive reward.  You are given the ability to work with a GM to drastically change the ecology of an area out in the desert.  You can add whatever resources you want there, even special ones (e.g. add water/dirt/clay/limestone/white sand, red sand, etc).  Downside is that it has to be far away from chariot stops, and has to conform to some decency standards (no spelling out bad words in limestone or anything)&lt;br /&gt;
* Pharaoh's Special Chariot: Reduces your TT consumption significantly (halved, quartered) when using various warps.  &lt;br /&gt;
* Pharaoh's Student: halves costs of learning skills&lt;br /&gt;
* Pharaoh's Garden: Limited Edition/Special flowers that can be crossbred as normal (perhaps colors that are hard to do.  A little superfluous with mutagenics being unlocked, but I'm sure there's people out there that want new flowers).&lt;br /&gt;
* Raeli Paintshop: Special building that allows you to combine paint colors and white raeli tiles to create colored tiles of that type.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=103908</id>
		<title>Kickstarter</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=103908"/>
		<updated>2016-06-02T01:23:43Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Need for a Kickstarter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Kickstarter Proposal=&lt;br /&gt;
These are my rough thoughts on what a kickstarter to rewrite the game engine could look like.  Feedback/modification is appreciated&lt;br /&gt;
&lt;br /&gt;
==Need for a Kickstarter==&lt;br /&gt;
Currently, the game engine is heavily outdated (being in continually development by Teppy since inception of the game) and there are many key elements missing from the game's source files (damaged/lost models being one key example).  Funding is needed to bring ATITD into the modern era of graphics, improving performance, and making the overall platform stable and maintainable (which it currently is not).  Exact funding is to be determined by Pluribus, as he has insight into the financials of Pluribus Games.  &lt;br /&gt;
&lt;br /&gt;
===Community as a Resource===&lt;br /&gt;
One of the consistent benefits that ATITD has going for it is the large community.  This is a group of people who come together to help one another out and create each new telling.  For players of this game, many names are household (going to shout out [[User:Ariella|Ariella]] for helping me get started in T4) for players of the game.  Who hasn't had a strain of Tedra flax or vines?  Or an Ariella/Pascalito Lilly?  There are dozens of players who have skills useful for this game and who are more than willing to contribute their skills if it means Egypt continuing into the future.  Not to mention that we get passionate about this game, and that passion will drive others towards it.&lt;br /&gt;
&lt;br /&gt;
===Existing Client and Game as a Deterrent===&lt;br /&gt;
I've read a number of reviews over the years (one published as recently as January) that bring to light some of the issues of new players.  The ones I've seen recently are:&lt;br /&gt;
* Game Client looks like it is from the early 2000's (because it is).&lt;br /&gt;
* Performance is terrible (caused by the old render engine running in a fixed pipeline vs fully programmable pipeline)&lt;br /&gt;
* New players are largely left to fend for themselves with no real direction.  The tests are guidelines, but honestly, very few players will attempt every test.  There's so much going on that new players are left lost, unless they are picked up by a guild.&lt;br /&gt;
* Solo-player aspects of the game are minimized (getting stone, sheep, etc is difficult as a solo player).  This is a community game, but it needs to still be fun if none of your friends are online (for example, I can certainly go have fun in WoW or SWTOR if none of my friends are online, even if I'd prefer playing with them). &lt;br /&gt;
* The game is a large collection of highly meta mini-games.  Its taken 7 tellings of experience to fully figure some things out (and some are still guesses).  This is off-putting for new players who don't want to have to check the wiki for every little thing.&lt;br /&gt;
&lt;br /&gt;
==The Proposal==&lt;br /&gt;
&lt;br /&gt;
===Kickstarter Goal===&lt;br /&gt;
Fund the rewriting of the Game Engine, recreation of lost models, recreation of lost art assets, and general game improvements to bring ATITD to a wider audience.  The overall goal being to bring ATITD into the modern era of MMORPGs, improve performance, and improve the overall stability, maintainability, and ease of improvement.  (note sure what of this should be stretch goals and what is the base.  Probably the rewrite of the game engine and render engine should be the base as it is really needed, but the rest seem to be in support of that goal).&lt;br /&gt;
&lt;br /&gt;
====Reward Ideas====&lt;br /&gt;
* Special Thanks/Special Mention (Low tier reward, probably $1-5)&lt;br /&gt;
* T-Shirts, Ballcaps, some other physical merchandise&lt;br /&gt;
* See if any active players can make things ATITD related and partner with them (good publicity for them as well as ATITD).&lt;br /&gt;
* Subscriptions?  Perhaps at a higher cost than what's in the store to support ATITD?  I don't like this idea very much but its an obvious one.  Maybe giftable subscription tokens that are good for the rest of the telling?  I'd avoid T8 subscription pre-sales as T8 is not guaranteed at this point nor do you want to spend subscription money on the rewrite.&lt;br /&gt;
* Loot Crate-esque subscription, either in game or IRL.  Monthly you receive a cache of goodies that are ATITD related (could tie in to donations from players who make real things).  Alternatively, you receive an in-game crate that has a random reward in it from a small list (including rarer items like new plant genomes).&lt;br /&gt;
&lt;br /&gt;
====In game rewards====&lt;br /&gt;
It should be possible to select these rewards for T7 or T8 (or potentially T9 if the rewrite will take a long time).&lt;br /&gt;
* Sheep&lt;br /&gt;
* Camels&lt;br /&gt;
* In game cosmetic items/clothes that are not generally available&lt;br /&gt;
* In game pets (cats, dogs, ponies)&lt;br /&gt;
* In game resources (e.g. crate of 10,000 flax or some other item.  Maybe rarer gems (Huge gems) or already cut gems of hard to make patterns  Make this purchasable multiple times as part of the campaign, as I think this would be a high demand item.  I'm not a fan of this or any in-game functional items being available in the store permanently)&lt;br /&gt;
* Custom Emotes or Titles&lt;br /&gt;
* Extra cornerstones (you can't even have enough)&lt;br /&gt;
* Special Buildings only available for the event (e.g. a digger that doesn't take petroleum that runs automatically, a crematorium that perfectly burns ash/lime without tending, a firepit that stokes itself, a greenhouse that generates flax at a specific rate instead of just grass).  Reuse of in-game art assets should be prioritized to reduce costs.&lt;br /&gt;
* In T8 have a region named after you/name a region (within limits).&lt;br /&gt;
* Camp Decoration (can be purchased multiple times, functionally equivalent to what's in the store, but maybe this one can add a few wood worth of trees or something).&lt;br /&gt;
* Pharaoh's Wine: a bottle of wine that can fulfill a requirement on a wine notebook (user's choice).  Unlike normal wine, this cannot be tasted, only used as a menu item.  This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Cuisine: A one-serving meal that gives a Gastonomy point.   This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Hashish: A one-dose herb that gives a fumeology point. This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Ancient Map: A map of ore locations in a small area.  This should have a cool in-game art asset and be placeable in a compound if not used.  Since mines don't break anymore, this might not be as useful in T7, but could be very useful in the beginning of T8.&lt;br /&gt;
* Pharaoh's Secret Oasis: This should be a very rare and expensive reward.  You are given the ability to work with a GM to drastically change the ecology of an area out in the desert.  You can add whatever resources you want there, even special ones (e.g. add water/dirt/clay/limestone/white sand, red sand, etc).  Downside is that it has to be far away from chariot stops, and has to conform to some decency standards (no spelling out bad words in limestone or anything)&lt;br /&gt;
* Pharaoh's Special Chariot: Reduces your TT consumption significantly (halved, quartered) when using various warps.  &lt;br /&gt;
* Pharaoh's Student: halves costs of learning skills&lt;br /&gt;
* Pharaoh's Garden: Limited Edition/Special flowers that can be crossbred as normal (perhaps colors that are hard to do.  A little superfluous with mutagenics being unlocked, but I'm sure there's people out there that want new flowers).&lt;br /&gt;
* Raeli Paintshop: Special building that allows you to combine paint colors and white raeli tiles to create colored tiles of that type.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=103721</id>
		<title>Kickstarter</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=103721"/>
		<updated>2016-05-31T20:07:52Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Kickstarter Proposal=&lt;br /&gt;
These are my rough thoughts on what a kickstarter to rewrite the game engine could look like.  Feedback/modification is appreciated&lt;br /&gt;
&lt;br /&gt;
==Need for a Kickstarter==&lt;br /&gt;
Currently, the game engine is heavily outdated (being in continually development by Teppy since inception of the game) and there are many key elements missing from the game's source files (models being one key example).  Funding is needed to bring ATITD into the modern era of graphics, improving performance, and making the overall platform stable and maintainable (which it currently is not).  Exact funding is to be determined by Pluribus, as he has insight into the financials of Pluribus Games.  &lt;br /&gt;
&lt;br /&gt;
===Community as a Resource===&lt;br /&gt;
One of the consistent benefits that ATITD has going for it is the large community.  This is a group of people who come together to help one another out and create each new telling.  For players of this game, many names are household (going to shout out [[User:Ariella|Ariella]] for helping me get started in T4) for players of the game.  Who hasn't had a strain of Tedra flax or vines?  Or an Ariella/Pascalito Lilly?  There are dozens of players who have skills useful for this game and who are more than willing to contribute their skills if it means Egypt continuing into the future.  Not to mention that we get passionate about this game, and that passion will drive others towards it.&lt;br /&gt;
&lt;br /&gt;
===Existing Client and Game as a Deterrent===&lt;br /&gt;
I've read a number of reviews over the years (one published as recently as January) that bring to light some of the issues of new players.  The ones I've seen recently are:&lt;br /&gt;
* Game Client looks like it is from the early 2000's (because it is).&lt;br /&gt;
* Performance is terrible (caused by the old render engine running in a fixed pipeline vs fully programmable pipeline)&lt;br /&gt;
* New players are largely left to fend for themselves with no real direction.  The tests are guidelines, but honestly, very few players will attempt every test.  There's so much going on that new players are left lost, unless they are picked up by a guild.&lt;br /&gt;
* Solo-player aspects of the game are minimized (getting stone, sheep, etc is difficult as a solo player).  This is a community game, but it needs to still be fun if none of your friends are online (for example, I can certainly go have fun in WoW or SWTOR if none of my friends are online, even if I'd prefer playing with them). &lt;br /&gt;
* The game is a large collection of highly meta mini-games.  Its taken 7 tellings of experience to fully figure some things out (and some are still guesses).  This is off-putting for new players who don't want to have to check the wiki for every little thing.&lt;br /&gt;
&lt;br /&gt;
==The Proposal==&lt;br /&gt;
&lt;br /&gt;
===Kickstarter Goal===&lt;br /&gt;
Fund the rewriting of the Game Engine, recreation of lost models, recreation of lost art assets, and general game improvements to bring ATITD to a wider audience.  The overall goal being to bring ATITD into the modern era of MMORPGs, improve performance, and improve the overall stability, maintainability, and ease of improvement.  (note sure what of this should be stretch goals and what is the base.  Probably the rewrite of the game engine and render engine should be the base as it is really needed, but the rest seem to be in support of that goal).&lt;br /&gt;
&lt;br /&gt;
====Reward Ideas====&lt;br /&gt;
* Special Thanks/Special Mention (Low tier reward, probably $1-5)&lt;br /&gt;
* T-Shirts, Ballcaps, some other physical merchandise&lt;br /&gt;
* See if any active players can make things ATITD related and partner with them (good publicity for them as well as ATITD).&lt;br /&gt;
* Subscriptions?  Perhaps at a higher cost than what's in the store to support ATITD?  I don't like this idea very much but its an obvious one.  Maybe giftable subscription tokens that are good for the rest of the telling?  I'd avoid T8 subscription pre-sales as T8 is not guaranteed at this point nor do you want to spend subscription money on the rewrite.&lt;br /&gt;
* Loot Crate-esque subscription, either in game or IRL.  Monthly you receive a cache of goodies that are ATITD related (could tie in to donations from players who make real things).  Alternatively, you receive an in-game crate that has a random reward in it from a small list (including rarer items like new plant genomes).&lt;br /&gt;
&lt;br /&gt;
====In game rewards====&lt;br /&gt;
It should be possible to select these rewards for T7 or T8 (or potentially T9 if the rewrite will take a long time).&lt;br /&gt;
* Sheep&lt;br /&gt;
* Camels&lt;br /&gt;
* In game cosmetic items/clothes that are not generally available&lt;br /&gt;
* In game pets (cats, dogs, ponies)&lt;br /&gt;
* In game resources (e.g. crate of 10,000 flax or some other item.  Maybe rarer gems (Huge gems) or already cut gems of hard to make patterns  Make this purchasable multiple times as part of the campaign, as I think this would be a high demand item.  I'm not a fan of this or any in-game functional items being available in the store permanently)&lt;br /&gt;
* Custom Emotes or Titles&lt;br /&gt;
* Extra cornerstones (you can't even have enough)&lt;br /&gt;
* Special Buildings only available for the event (e.g. a digger that doesn't take petroleum that runs automatically, a crematorium that perfectly burns ash/lime without tending, a firepit that stokes itself, a greenhouse that generates flax at a specific rate instead of just grass).  Reuse of in-game art assets should be prioritized to reduce costs.&lt;br /&gt;
* In T8 have a region named after you/name a region (within limits).&lt;br /&gt;
* Camp Decoration (can be purchased multiple times, functionally equivalent to what's in the store, but maybe this one can add a few wood worth of trees or something).&lt;br /&gt;
* Pharaoh's Wine: a bottle of wine that can fulfill a requirement on a wine notebook (user's choice).  Unlike normal wine, this cannot be tasted, only used as a menu item.  This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Cuisine: A one-serving meal that gives a Gastonomy point.   This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Hashish: A one-dose herb that gives a fumeology point. This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
* Pharaoh's Ancient Map: A map of ore locations in a small area.  This should have a cool in-game art asset and be placeable in a compound if not used.  Since mines don't break anymore, this might not be as useful in T7, but could be very useful in the beginning of T8.&lt;br /&gt;
* Pharaoh's Secret Oasis: This should be a very rare and expensive reward.  You are given the ability to work with a GM to drastically change the ecology of an area out in the desert.  You can add whatever resources you want there, even special ones (e.g. add water/dirt/clay/limestone/white sand, red sand, etc).  Downside is that it has to be far away from chariot stops, and has to conform to some decency standards (no spelling out bad words in limestone or anything)&lt;br /&gt;
* Pharaoh's Special Chariot: Reduces your TT consumption significantly (halved, quartered) when using various warps.  &lt;br /&gt;
* Pharaoh's Student: halves costs of learning skills&lt;br /&gt;
* Pharaoh's Garden: Limited Edition/Special flowers that can be crossbred as normal (perhaps colors that are hard to do.  A little superfluous with mutagenics being unlocked, but I'm sure there's people out there that want new flowers).&lt;br /&gt;
* Raeli Paintshop: Special building that allows you to combine paint colors and white raeli tiles to create colored tiles of that type.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Talk:Mechanics&amp;diff=103672</id>
		<title>Talk:Mechanics</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Talk:Mechanics&amp;diff=103672"/>
		<updated>2016-05-31T15:39:28Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: Created page with &amp;quot;Potential improvements to the tuning mechanic:  Making it so all keys are tried when you attempt to tune, or at least more than one.  Alternatively, allowing you to select which ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Potential improvements to the tuning mechanic:&lt;br /&gt;
&lt;br /&gt;
Making it so all keys are tried when you attempt to tune, or at least more than one.  Alternatively, allowing you to select which of your keys to use.  Its very annoying to spend resources on tuning only to have bad luck hit.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Mentor_Shrine&amp;diff=103662</id>
		<title>Mentor Shrine</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Mentor_Shrine&amp;diff=103662"/>
		<updated>2016-05-31T15:05:32Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{Template:BuildingInfo|image=Shrine.png|size=|where=[[where::Outside]]&lt;br /&gt;
|description=Built for mentors by mentees.}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* A Mentor Shrine is built by a Mentee for the [[Test of Mentorship]].  &lt;br /&gt;
* To build, click Self &amp;gt; Projects &amp;gt; Mentor Shrine&lt;br /&gt;
* A box will pop up to fill in a name &amp;quot;Build your shrine to honor&amp;quot;.  &lt;br /&gt;
* You will receive a message that you can only do this once.  &lt;br /&gt;
* Can only be built by paid accounts.  This item will show on your projects list, but will warn you that you can only build it if you are a paid account (this is to prevent exploits)&lt;br /&gt;
&lt;br /&gt;
== Cost == &lt;br /&gt;
&lt;br /&gt;
* 12 [[requires::Bricks]]&lt;br /&gt;
* 4 [[requires::Boards]]&lt;br /&gt;
* 8 [[requires::Slate]]&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
* Mentee's may not build a shrine unless they joined the game '''after''' the test has been demonstrated. (Joining starts at first login, not when you first pay.) &lt;br /&gt;
* Mentors must have started the [[Test of Mentorship]] before any shrines are built to them. (Note: unclear if this means they will not count towards the test pass, or will not count towards principles.  Can a mentor event consecrate a shrine if they haven't started the test?)&lt;br /&gt;
* Any pre-existing mentor shrines do not reflect on the mentor's principles tab when the test is started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor&amp;diff=103661</id>
		<title>User:Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor&amp;diff=103661"/>
		<updated>2016-05-31T15:03:25Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Left the game after free trial.  Might be back for T8*&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Feature_Request/petitions&amp;diff=103660</id>
		<title>Feature Request/petitions</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Feature_Request/petitions&amp;diff=103660"/>
		<updated>2016-05-31T14:59:48Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Feature Request petitions.&lt;br /&gt;
&lt;br /&gt;
Please place new petitions under it's own heading.&lt;br /&gt;
&lt;br /&gt;
=Active=&lt;br /&gt;
==Pharaoh's Favored==&lt;br /&gt;
Petition by tehm (1 petitioners)&lt;br /&gt;
&lt;br /&gt;
Pharaoh recognizes outstanding citizens for their achievements, however this recognition can fade over time and our heroes become lost to history.  To ensure the continued honoring of these individuals, the Chariot Ministry shall be tasked with sharing this knowledge across the land.  Henceforth all Chariot Stops, functional or otherwise, shall post a record listing the currently acknowledged citizens and their achievement level.  This would report any existing or future acknowledgments.  For example:&amp;lt;br&amp;gt;&lt;br /&gt;
  Egypt honors:&amp;lt;br&amp;gt;&lt;br /&gt;
  SuperAcroGal- Pharaoh’s Acrobat (101)&amp;lt;br&amp;gt;&lt;br /&gt;
  MisterFisher- Pharaoh’s Angler (104)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: This would merely save what is reported in System Log, not constantly update as the individual continues to excel while still holding the title.&amp;lt;br&amp;gt;&lt;br /&gt;
An option to review the Pharoah’s Favored would be added to the existing options available at the Chariot Stop and in no way interfere with Chariot operation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Improving Acrobatics in Seven Lakes==&lt;br /&gt;
Petition by Snoerr (1 petitioner)&lt;br /&gt;
&lt;br /&gt;
The Citizens of Seven Lakes, in order to hold more organized acrobatics exercises, request that Pharaoh send a team of civil engineers to build an acrobatics field in the vicinity of the Seven Lakes University of Body.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Removing Sexist Attribute Timers==&lt;br /&gt;
Petition by dresdor (1 petitioners)&lt;br /&gt;
&lt;br /&gt;
Currently there are a few in-game mechanics that differentiate based on gender.  These fall into the traditional gender role of women being good at weaving and men being good at physical labor.  The two I know of off the top of my head are weaving on a loom (60s for females, 80s for males) and raking flax for lint (50s for males, 60s for females).  There's no mechanical reason for these differences to exist, and they should be removed.&lt;br /&gt;
&lt;br /&gt;
=Passed=&lt;br /&gt;
None&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Main_Page&amp;diff=103659</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Main_Page&amp;diff=103659"/>
		<updated>2016-05-31T14:59:32Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Timers Start--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Egypt time currently is: http://armeagle.atitd.org/time.php.png?gameid=ATITD7A&amp;amp;ft=.png [http://armeagle.atitd.org/about.php ?]&amp;lt;br&amp;gt;&lt;br /&gt;
Real time finder: http://wwp.greenwichmeantime.com/info/current-time.htm&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Timers End--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Please keep all personal use pages in a subdirectory under your user page.''' ===&lt;br /&gt;
Instead of pages like Teao, or TeaoSkills, or Teao/Goals, use pages like User:Teao, User:Teao/Skills, User:Teao/Goals&amp;lt;br&amp;gt;&lt;br /&gt;
You can always access your own user page with the link at top of page or hitting alt-shift-. (alt shift period)&lt;br /&gt;
&lt;br /&gt;
=== '''Read before copying info from Tale 6 wiki: [[Main_Page#Information_from_Tale_6|Information from Tale 6]]''' ===&lt;br /&gt;
&lt;br /&gt;
== ''' Welcome To Tale 7''' ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Intro Start--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See the section at the bottom on how to create a login!'''&lt;br /&gt;
&lt;br /&gt;
Welcome to A Wiki in the Desert, a wiki for the Massively Multiplayer On-line Role-Playing Game [http://www.atitd.com A Tale in the Desert].&lt;br /&gt;
&lt;br /&gt;
This wiki exists to document the game and to provide a community scratchpad for the players. You can find [[Guides]] on things such as growing flax, an [[Atlas]] of interesting places, and various personal pages created by the [[Special:ListUsers | Users]] and [[:Category:Guilds|Guilds]]. If you're looking to buy and sell, try [[Trading]]. Visit the [http://www.atitd.org/ community portal] for info on current events, debates on the forums, or just random chatter. These links and many more can be found in the wiki sidebar to the left. &lt;br /&gt;
&lt;br /&gt;
Anyone with an ATITD game account can edit any page on this site, but you will need to [[OpenID|log in]] first.  Please read the [http://meta.wikimedia.org/wiki/Help:Contents user's guide] and information on [[Help:Formatting | formatting]] to see how to edit, and read our [[Policies]] before editing.  Politics are not welcome (exception: [[Special:ListUsers | Users]] pages, but no personal attacks please) and, if you want to discuss something such as [[laws]], you'll find the [http://www.atitd.org/forum forums] more suitable. If you have any difficulties, please ask around in game or contact a [[ATITD7:Administrators|wiki admin]]. &lt;br /&gt;
&lt;br /&gt;
If you have a suggestion for how to improve the wiki software, please add it to the [[Server Improvements|Suggestions]] page.  If you have a suggestion for improving the content, please just go ahead and do it!  If you want to contribute but don't know how, start creating missing pages listed [[Special:WantedPages|here]], or verify the information in [[:Category:Unconfirmed|pages containing unchecked content copied from the T6 wiki]].&lt;br /&gt;
&lt;br /&gt;
We also have a voice chat server set up for [[Mumble]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Intro End--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
http://www.timezoneconverter.com/cgi-bin/tzc.tzc&lt;br /&gt;
&lt;br /&gt;
== Wiki Items Needing Attention/Input/Feedback ==&lt;br /&gt;
The following items could use additional attention, input, or feedback, and should be looked at if you have free time or inclination:&lt;br /&gt;
&lt;br /&gt;
*[[Kickstarter|Kickstarter Proposal]] for funding a client/graphics upgrade (in need of additional ideas for sure)&lt;br /&gt;
*[[Feature_Request/petitions|Feature Requests]]&lt;br /&gt;
*[[Bug_Reports|Bug Reports]]&lt;br /&gt;
&lt;br /&gt;
== Egypt Global Chat Channels ==&lt;br /&gt;
&lt;br /&gt;
=== Egypt-Wide Player Chat Channels ===&lt;br /&gt;
/join Egypt Today&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/join Egyptian Exchange&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/join Event Channel&lt;br /&gt;
&lt;br /&gt;
=== Dev Chat Channels ===&lt;br /&gt;
&lt;br /&gt;
For Pluribus [[FiresideChat | Fireside]] Chats (also logged)&amp;lt;br /&amp;gt;&lt;br /&gt;
/join Fireside&lt;br /&gt;
&lt;br /&gt;
For standard Dev Chats&amp;lt;br /&amp;gt;&lt;br /&gt;
/join ENN&lt;br /&gt;
&lt;br /&gt;
== How To Register ==&lt;br /&gt;
&lt;br /&gt;
'''Note: that only people with T7 accounts can log into and edit the wiki. Anyone can read the wiki without an account.'''&lt;br /&gt;
&lt;br /&gt;
Before you can log in you must set your webpass in game:&lt;br /&gt;
* Log into the game and type '''/webpass atitd.org ''password'''''&lt;br /&gt;
** (meaning you replace '''''password''''' with a password of your choice - but not your game or bank one!).&lt;br /&gt;
&lt;br /&gt;
You can read a full guide on our [[OpenID]] page.&lt;br /&gt;
&lt;br /&gt;
== How to Log In ==&lt;br /&gt;
&lt;br /&gt;
The ATitD wiki uses [[OpenID]] to manage login accounts, allowing you to use the same user name in the game, in the forums, and on the wiki without setting up additional accounts. You can find login instructions on the [[OpenID]] page. &lt;br /&gt;
&lt;br /&gt;
'''If you have problems logging in, please come to #atitd-wiki in [http://atitd.org/irc/ IRC]'''&lt;br /&gt;
&lt;br /&gt;
== [[Events]] ==&lt;br /&gt;
&lt;br /&gt;
See full details on current and past events on the [[:Category:Events|Events]] page&lt;br /&gt;
&lt;br /&gt;
== Information from Tale 6 ==&lt;br /&gt;
If you copy information directly from an old Tale, make sure you tag the page with the &amp;lt;nowiki&amp;gt;{{T7}}&amp;lt;/nowiki&amp;gt; template so that it is clear that the information needs checking! (just put &amp;lt;nowiki&amp;gt;{{T7}}&amp;lt;/nowiki&amp;gt; at the top of the page edit) &lt;br /&gt;
&lt;br /&gt;
Also, as we clean up these pages please use &amp;lt;nowiki&amp;gt;{{7ok}}&amp;lt;/nowiki&amp;gt; template [[File:t7ok_small.gif]] to mark specific information as having been verified. Information that still needs to be verified should be marked with  &amp;lt;nowiki&amp;gt;{{7}}&amp;lt;/nowiki&amp;gt; template [[File:T7N.png]].&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
{{SideMumble}}&lt;br /&gt;
&lt;br /&gt;
;atitd.org services:&lt;br /&gt;
* [http://www.atitd.org/ Community portal front page]&lt;br /&gt;
* [http://www.atitd.org/forum/ Forums]&lt;br /&gt;
* Mumble [[Mumble|voice chat]] and [http://mumble.atitd.org/ who's online?]&lt;br /&gt;
* IRC: [irc://irc.sorcery.net/atitd #atitd] on sorcery.net&lt;br /&gt;
* Web based [http://atitd.org/irc/ IRC client] (goes to #atitd on Sorcery.Net by default)&lt;br /&gt;
; services from other users:&lt;br /&gt;
* [[atitd.xyz | Teamspeak]] Server ts.atitd.xyz - Provided by [[User:feyth|feyth]]&lt;br /&gt;
* [https://discord.gg/0kvxEfeM1sBBhy6H Discord] server - Set up by [[User:Safa|Safa]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Links ===&lt;br /&gt;
* [http://services.atitd.org/log.php Logs] of the System channel&lt;br /&gt;
* Old (public) Tale 1-6 wikis: [http://www.atitd.org/wiki/tale1 Tale1], [http://www.atitd.org/wiki/tale2 Tale2], [http://www.atitd.org/wiki/tale3 Tale3], [http://www.atitd.org/wiki/tale4 Tale4], [http://www.atitd.org/wiki/tale5 Tale5] [http://www.atitd.org/wiki/tale6 Tale6]&lt;br /&gt;
* Community portal [http://stats.atitd.org/ server statistics]&lt;br /&gt;
* [http://twitter.com/atitd Twitter feed] of the System channel [Currently Unused]&lt;br /&gt;
&lt;br /&gt;
__NOCACHE__&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Feature_Request/petitions&amp;diff=103658</id>
		<title>Feature Request/petitions</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Feature_Request/petitions&amp;diff=103658"/>
		<updated>2016-05-31T14:58:01Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all Feature Request petitions.&lt;br /&gt;
&lt;br /&gt;
Please place new petitions under it's own heading.&lt;br /&gt;
&lt;br /&gt;
=Active=&lt;br /&gt;
==Pharaoh's Favored==&lt;br /&gt;
Petition by tehm (1 petitioners)&lt;br /&gt;
&lt;br /&gt;
Pharaoh recognizes outstanding citizens for their achievements, however this recognition can fade over time and our heroes become lost to history.  To ensure the continued honoring of these individuals, the Chariot Ministry shall be tasked with sharing this knowledge across the land.  Henceforth all Chariot Stops, functional or otherwise, shall post a record listing the currently acknowledged citizens and their achievement level.  This would report any existing or future acknowledgments.  For example:&amp;lt;br&amp;gt;&lt;br /&gt;
  Egypt honors:&amp;lt;br&amp;gt;&lt;br /&gt;
  SuperAcroGal- Pharaoh’s Acrobat (101)&amp;lt;br&amp;gt;&lt;br /&gt;
  MisterFisher- Pharaoh’s Angler (104)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: This would merely save what is reported in System Log, not constantly update as the individual continues to excel while still holding the title.&amp;lt;br&amp;gt;&lt;br /&gt;
An option to review the Pharoah’s Favored would be added to the existing options available at the Chariot Stop and in no way interfere with Chariot operation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Improving Acrobatics in Seven Lakes==&lt;br /&gt;
Petition by Snoerr (1 petitioner)&lt;br /&gt;
&lt;br /&gt;
The Citizens of Seven Lakes, in order to hold more organized acrobatics exercises, request that Pharaoh send a team of civil engineers to build an acrobatics field in the vicinity of the Seven Lakes University of Body.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Removing Sexist Attribute Timers==&lt;br /&gt;
Petition by dresdor (1 petitioners)&lt;br /&gt;
&lt;br /&gt;
Currently there are a few in-game mechanics that differentiate based on gender.  These fall into the traditional gender role of women being good at weaving and men being good at physical labor.  The two I know of off the top of my head are weaving on a loom (60s for females, 80s for males) and raking flax for lint (50s for males, 60s for females).  There's no mechanical reason for these differences to exist, and they should be removed.&lt;br /&gt;
&lt;br /&gt;
=Passed=&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Related Pages==&lt;br /&gt;
[[Feature Requests]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Main_Page&amp;diff=103654</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Main_Page&amp;diff=103654"/>
		<updated>2016-05-31T14:53:45Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Timers Start--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Egypt time currently is: http://armeagle.atitd.org/time.php.png?gameid=ATITD7A&amp;amp;ft=.png [http://armeagle.atitd.org/about.php ?]&amp;lt;br&amp;gt;&lt;br /&gt;
Real time finder: http://wwp.greenwichmeantime.com/info/current-time.htm&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Timers End--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Please keep all personal use pages in a subdirectory under your user page.''' ===&lt;br /&gt;
Instead of pages like Teao, or TeaoSkills, or Teao/Goals, use pages like User:Teao, User:Teao/Skills, User:Teao/Goals&amp;lt;br&amp;gt;&lt;br /&gt;
You can always access your own user page with the link at top of page or hitting alt-shift-. (alt shift period)&lt;br /&gt;
&lt;br /&gt;
=== '''Read before copying info from Tale 6 wiki: [[Main_Page#Information_from_Tale_6|Information from Tale 6]]''' ===&lt;br /&gt;
&lt;br /&gt;
== ''' Welcome To Tale 7''' ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Intro Start--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See the section at the bottom on how to create a login!'''&lt;br /&gt;
&lt;br /&gt;
Welcome to A Wiki in the Desert, a wiki for the Massively Multiplayer On-line Role-Playing Game [http://www.atitd.com A Tale in the Desert].&lt;br /&gt;
&lt;br /&gt;
This wiki exists to document the game and to provide a community scratchpad for the players. You can find [[Guides]] on things such as growing flax, an [[Atlas]] of interesting places, and various personal pages created by the [[Special:ListUsers | Users]] and [[:Category:Guilds|Guilds]]. If you're looking to buy and sell, try [[Trading]]. Visit the [http://www.atitd.org/ community portal] for info on current events, debates on the forums, or just random chatter. These links and many more can be found in the wiki sidebar to the left. &lt;br /&gt;
&lt;br /&gt;
Anyone with an ATITD game account can edit any page on this site, but you will need to [[OpenID|log in]] first.  Please read the [http://meta.wikimedia.org/wiki/Help:Contents user's guide] and information on [[Help:Formatting | formatting]] to see how to edit, and read our [[Policies]] before editing.  Politics are not welcome (exception: [[Special:ListUsers | Users]] pages, but no personal attacks please) and, if you want to discuss something such as [[laws]], you'll find the [http://www.atitd.org/forum forums] more suitable. If you have any difficulties, please ask around in game or contact a [[ATITD7:Administrators|wiki admin]]. &lt;br /&gt;
&lt;br /&gt;
If you have a suggestion for how to improve the wiki software, please add it to the [[Server Improvements|Suggestions]] page.  If you have a suggestion for improving the content, please just go ahead and do it!  If you want to contribute but don't know how, start creating missing pages listed [[Special:WantedPages|here]], or verify the information in [[:Category:Unconfirmed|pages containing unchecked content copied from the T6 wiki]].&lt;br /&gt;
&lt;br /&gt;
We also have a voice chat server set up for [[Mumble]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Intro End--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
http://www.timezoneconverter.com/cgi-bin/tzc.tzc&lt;br /&gt;
&lt;br /&gt;
== Wiki Items Needing Attention/Input/Feedback ==&lt;br /&gt;
The following items could use additional attention, input, or feedback, and should be looked at if you have free time or inclination:&lt;br /&gt;
&lt;br /&gt;
*[[Kickstarter|Kickstarter Proposal]] for funding a client/graphics upgrade (in need of additional ideas for sure)&lt;br /&gt;
*[[Feature_Requests|Feature Requests]] (largely blank, in need of updates/merging with other pages)&lt;br /&gt;
*[[Bug_Reports|Bug Reports]]&lt;br /&gt;
&lt;br /&gt;
== Egypt Global Chat Channels ==&lt;br /&gt;
&lt;br /&gt;
=== Egypt-Wide Player Chat Channels ===&lt;br /&gt;
/join Egypt Today&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/join Egyptian Exchange&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
/join Event Channel&lt;br /&gt;
&lt;br /&gt;
=== Dev Chat Channels ===&lt;br /&gt;
&lt;br /&gt;
For Pluribus [[FiresideChat | Fireside]] Chats (also logged)&amp;lt;br /&amp;gt;&lt;br /&gt;
/join Fireside&lt;br /&gt;
&lt;br /&gt;
For standard Dev Chats&amp;lt;br /&amp;gt;&lt;br /&gt;
/join ENN&lt;br /&gt;
&lt;br /&gt;
== How To Register ==&lt;br /&gt;
&lt;br /&gt;
'''Note: that only people with T7 accounts can log into and edit the wiki. Anyone can read the wiki without an account.'''&lt;br /&gt;
&lt;br /&gt;
Before you can log in you must set your webpass in game:&lt;br /&gt;
* Log into the game and type '''/webpass atitd.org ''password'''''&lt;br /&gt;
** (meaning you replace '''''password''''' with a password of your choice - but not your game or bank one!).&lt;br /&gt;
&lt;br /&gt;
You can read a full guide on our [[OpenID]] page.&lt;br /&gt;
&lt;br /&gt;
== How to Log In ==&lt;br /&gt;
&lt;br /&gt;
The ATitD wiki uses [[OpenID]] to manage login accounts, allowing you to use the same user name in the game, in the forums, and on the wiki without setting up additional accounts. You can find login instructions on the [[OpenID]] page. &lt;br /&gt;
&lt;br /&gt;
'''If you have problems logging in, please come to #atitd-wiki in [http://atitd.org/irc/ IRC]'''&lt;br /&gt;
&lt;br /&gt;
== [[Events]] ==&lt;br /&gt;
&lt;br /&gt;
See full details on current and past events on the [[:Category:Events|Events]] page&lt;br /&gt;
&lt;br /&gt;
== Information from Tale 6 ==&lt;br /&gt;
If you copy information directly from an old Tale, make sure you tag the page with the &amp;lt;nowiki&amp;gt;{{T7}}&amp;lt;/nowiki&amp;gt; template so that it is clear that the information needs checking! (just put &amp;lt;nowiki&amp;gt;{{T7}}&amp;lt;/nowiki&amp;gt; at the top of the page edit) &lt;br /&gt;
&lt;br /&gt;
Also, as we clean up these pages please use &amp;lt;nowiki&amp;gt;{{7ok}}&amp;lt;/nowiki&amp;gt; template [[File:t7ok_small.gif]] to mark specific information as having been verified. Information that still needs to be verified should be marked with  &amp;lt;nowiki&amp;gt;{{7}}&amp;lt;/nowiki&amp;gt; template [[File:T7N.png]].&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
{{SideMumble}}&lt;br /&gt;
&lt;br /&gt;
;atitd.org services:&lt;br /&gt;
* [http://www.atitd.org/ Community portal front page]&lt;br /&gt;
* [http://www.atitd.org/forum/ Forums]&lt;br /&gt;
* Mumble [[Mumble|voice chat]] and [http://mumble.atitd.org/ who's online?]&lt;br /&gt;
* IRC: [irc://irc.sorcery.net/atitd #atitd] on sorcery.net&lt;br /&gt;
* Web based [http://atitd.org/irc/ IRC client] (goes to #atitd on Sorcery.Net by default)&lt;br /&gt;
; services from other users:&lt;br /&gt;
* [[atitd.xyz | Teamspeak]] Server ts.atitd.xyz - Provided by [[User:feyth|feyth]]&lt;br /&gt;
* [https://discord.gg/0kvxEfeM1sBBhy6H Discord] server - Set up by [[User:Safa|Safa]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Links ===&lt;br /&gt;
* [http://services.atitd.org/log.php Logs] of the System channel&lt;br /&gt;
* Old (public) Tale 1-6 wikis: [http://www.atitd.org/wiki/tale1 Tale1], [http://www.atitd.org/wiki/tale2 Tale2], [http://www.atitd.org/wiki/tale3 Tale3], [http://www.atitd.org/wiki/tale4 Tale4], [http://www.atitd.org/wiki/tale5 Tale5] [http://www.atitd.org/wiki/tale6 Tale6]&lt;br /&gt;
* Community portal [http://stats.atitd.org/ server statistics]&lt;br /&gt;
* [http://twitter.com/atitd Twitter feed] of the System channel [Currently Unused]&lt;br /&gt;
&lt;br /&gt;
__NOCACHE__&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Bug_Reports&amp;diff=103652</id>
		<title>Bug Reports</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Bug_Reports&amp;diff=103652"/>
		<updated>2016-05-31T14:53:28Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: Created page with &amp;quot;This page is used to sort bug reports.  If you have an issue, please add it.  ==Known Bugs== *Laptop Graphic's Bug- Ground does not render properly on som...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is used to sort bug reports.  If you have an issue, please add it.&lt;br /&gt;
&lt;br /&gt;
==Known Bugs==&lt;br /&gt;
*[[Laptop_Graphics_Bug|Laptop Graphic's Bug]]- Ground does not render properly on some laptops (appears to be a Windows 10/driver related issue with the client).&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor&amp;diff=102683</id>
		<title>User:Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor&amp;diff=102683"/>
		<updated>2016-05-25T19:54:23Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Settled in River Plains by School of Architecture.  &lt;br /&gt;
&lt;br /&gt;
Currently in desperate need of Medium and Cuttable Stone, as well as a decent Hatchet.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Dresdor&amp;diff=102682</id>
		<title>User:Dresdor/Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Dresdor&amp;diff=102682"/>
		<updated>2016-05-25T19:52:44Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: Redirected page to User:Dresdor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Dresdor]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Talk:Mud&amp;diff=102346</id>
		<title>Talk:Mud</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Talk:Mud&amp;diff=102346"/>
		<updated>2016-05-23T18:45:13Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: Created page with &amp;quot;As a potential improvement for Mud gathering, couldn't there be an interaction between water in jugs and dirt to create mud?  I'm in a situation where I have ready access to sand...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a potential improvement for Mud gathering, couldn't there be an interaction between water in jugs and dirt to create mud?  I'm in a situation where I have ready access to sand, dirt, and grass, but mud requires a few minute trek down the road to a water source.  If I have water at hand (through a rain barrel or perhaps just by toting around water) I should be able to create mud from dirt.  Since mud has no stats and is a generic resource, this shouldn't be much of an issue.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Test_of_the_Archaeologist&amp;diff=102344</id>
		<title>Test of the Archaeologist</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Test_of_the_Archaeologist&amp;diff=102344"/>
		<updated>2016-05-23T17:37:32Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Sidebar Test&lt;br /&gt;
|prefix       = Test of the&lt;br /&gt;
|name         = Archaeologist&lt;br /&gt;
|discipline   = Body&lt;br /&gt;
|level        = &lt;br /&gt;
|requirements = &lt;br /&gt;
|principles =&lt;br /&gt;
* Build a [[Trophy Case]]&lt;br /&gt;
* Find an archaeological [[Dig Site]]&lt;br /&gt;
* Successfully extract a [[Relic]]&lt;br /&gt;
* Install three relics in your [[Trophy Case]]&lt;br /&gt;
* Check your score (at least 21 points)&lt;br /&gt;
|demo name   = Eugenius&lt;br /&gt;
|demo region = Midland Valley&lt;br /&gt;
|demo date   = 2015-12-01&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:ArchDigSite.png|100px]][[File:ArchaeologistShovel.png|100px]][[File:JewelryCollage.png|100px]][[File:TrophyCase.png|100px]]&lt;br /&gt;
&lt;br /&gt;
==University Text==&lt;br /&gt;
''You sign up for the Test of the Archaeologist and learn how to create Archaeological Shovels (also requires the Blacksmithing skill), build Trophy Cases, and excavate sites.  You are also given a list of relics to search for.  Trading relics with fellow Archaeologists is encouraged.''&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The '''Test of the Archaeologist''' is the second [[Tests|test]] available in the discipline of [[Body]].&lt;br /&gt;
&lt;br /&gt;
*Hunt for Archaeological [[Dig Site]]s on the roads of Egypt. &lt;br /&gt;
*Extract [[Relic]]s from them using an [[Archaeologist Shovel]]. &lt;br /&gt;
** If you are successful at getting a relic you have to pick it up from the ground. Some are tiny and hard to see.&lt;br /&gt;
** Use Utility/Make Nearby Portables Look Like Bags to expose the tiny relics&lt;br /&gt;
*When you start the test, you will be given a list of your 14 ideal [[Relic]]s. &lt;br /&gt;
*Your goal is to find relics that match as many attributes as possible on your list.&lt;br /&gt;
&lt;br /&gt;
==Passing the Principle==&lt;br /&gt;
&lt;br /&gt;
* Review your relic list.  Self &amp;gt; Test &amp;gt; Test of the Archeologist &amp;gt; Read my Relic List... &lt;br /&gt;
* Install 3 types of [[Relic]]s listed in your Relic List into your [[Trophy Case]]&lt;br /&gt;
* Note that they must be 3 different types.  (ie you can't install 2 Security Props)&lt;br /&gt;
* Each type automatically gives you 7 points, so regardless of attributes, check your score and you'll pass.&lt;br /&gt;
&lt;br /&gt;
== Scoring  ==&lt;br /&gt;
* When you install a relic in your Trophy Case, you will receive 1 point, with a 7x multiplier if you found it yourself.&lt;br /&gt;
* Each attribute on the relic that matches your ideal list will add a multiplier to the score for that relic. &lt;br /&gt;
* The multiplier for each attribute appears to be equal to the number of possibilities for that attribute minus 1, with the exception of color (which maxes out at 7).&lt;br /&gt;
** Color: 7x&lt;br /&gt;
** Size: 4x&lt;br /&gt;
** Sturdyness: 2x&lt;br /&gt;
** Weight: 3x&lt;br /&gt;
** Age: 3x&lt;br /&gt;
** Purpose: 4x&lt;br /&gt;
* You may not install more than one of a particular type of relic in the case.&lt;br /&gt;
* You may, however, remove installed relics, if you find a better match.&lt;br /&gt;
* Although you do not get the 7x multiplier if you install a relic you did not find yourself, often it may still be better to do so if you can match more attributes.  &lt;br /&gt;
&lt;br /&gt;
==Passing the Test==&lt;br /&gt;
*Requires 7 relics in your [[Trophy Case]] to compete. &lt;br /&gt;
*The top three Archaeologist scores each week pass.&lt;br /&gt;
&lt;br /&gt;
See [[Test Pass History]] or http://julianatdeltona.com/atitd/PassedTests.aspx&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
[[Relic#Trading|Relic Trading]]&lt;br /&gt;
&lt;br /&gt;
== Relics Types ==&lt;br /&gt;
&lt;br /&gt;
There are 21 types of relics. Each relic will have a set of attributes, one from each category noted below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding: 5px; background-color: linen;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relics !! Color !! Size !! Sturdyness !! Weight !! Age !! Purpose&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Aether Flag&lt;br /&gt;
* Air of Reason&lt;br /&gt;
* Amusement Papers&lt;br /&gt;
* Attention Grabber&lt;br /&gt;
* Celestial Magnifier&lt;br /&gt;
* Dirt Pick&lt;br /&gt;
* Font of Wisdom&lt;br /&gt;
* Fortune Teller&lt;br /&gt;
* Holy Book&lt;br /&gt;
* Jewelry Collage&lt;br /&gt;
* Land Anchor&lt;br /&gt;
* Meditation Box&lt;br /&gt;
* Metallic Chalice&lt;br /&gt;
* Odd Bone&lt;br /&gt;
* Portrait Collection&lt;br /&gt;
* Ribbon of Harmony&lt;br /&gt;
* Security Prop&lt;br /&gt;
* Spreader of Delight	&lt;br /&gt;
* Strange Sundial&lt;br /&gt;
* Sun Totem&lt;br /&gt;
* Wrist Exerciser&lt;br /&gt;
|&lt;br /&gt;
* Black&lt;br /&gt;
* Blue&lt;br /&gt;
* Brown&lt;br /&gt;
* Green&lt;br /&gt;
* Grey&lt;br /&gt;
* Orange&lt;br /&gt;
* Pink&lt;br /&gt;
* Red&lt;br /&gt;
* Violet&lt;br /&gt;
* White&lt;br /&gt;
* Yellow&lt;br /&gt;
|&lt;br /&gt;
* Tiny&lt;br /&gt;
* Small&lt;br /&gt;
* Mid-sized&lt;br /&gt;
* Large&lt;br /&gt;
* Giant&lt;br /&gt;
|&lt;br /&gt;
* Delicate&lt;br /&gt;
* Sturdy&lt;br /&gt;
* Indestructible&lt;br /&gt;
|&lt;br /&gt;
* Featherweight&lt;br /&gt;
* Lightweight&lt;br /&gt;
* Welterweight&lt;br /&gt;
* Heavy&lt;br /&gt;
|&lt;br /&gt;
* Ancient&lt;br /&gt;
* Antique&lt;br /&gt;
* Old&lt;br /&gt;
* Timeless&lt;br /&gt;
|&lt;br /&gt;
* Decorative&lt;br /&gt;
* Functional&lt;br /&gt;
* Valuable&lt;br /&gt;
* Royal&lt;br /&gt;
* Sacred&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''For example''', you might find an Air of Reason that is ''Violet, Tiny, Indestructible, Heavy, Timeless, Functional.''&lt;br /&gt;
&lt;br /&gt;
== Historical Tale Information==&lt;br /&gt;
Most of the information on this page has been pulled from the old T3 pages, and my own memory. ~~ Shebi&lt;br /&gt;
* [http://www.atitd.org/wiki/tale3/Tests/Test_Of_The_Archaeologist Tale 3]&lt;br /&gt;
&lt;br /&gt;
== Demonstration ==&lt;br /&gt;
The Test of the Archaeologist must be unlocked by one who has read the Ancestral Inscriptions on every past Monument, and have on them:&lt;br /&gt;
* 1 [[Gold Foil]]&lt;br /&gt;
* 1 [[Mirror]]&lt;br /&gt;
* 1 [[Resin|Resin: Spindle Tree]]&lt;br /&gt;
* 1 [[Silk Cloth]]&lt;br /&gt;
* 1 [[Bearings]]&lt;br /&gt;
&lt;br /&gt;
{{TestsNav|Body}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tests]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Box_Kiln&amp;diff=101874</id>
		<title>Box Kiln</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Box_Kiln&amp;diff=101874"/>
		<updated>2016-05-20T20:00:36Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Template:BuildingInfo|image=BoxKiln.png|size=7x9|where=[[where::Compound]]|description=To make Firebricks and items from Clay.}} &lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
A '''Box Kiln'''  becomes available after you have learned the [[requires::Kiln Construction]] skill. It is the lowest of the [[Kiln]]s.  &lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
* 32 [[requires::bricks]]&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
* Turn 12 [[Wet Clay Bricks]] into 12 [[produces::Clay Bricks]].&lt;br /&gt;
* Turn 12 [[Wet Firebricks]] into 12 [[produces::Firebricks]]. (Takes about 2 Minutes and 15 Seconds)&lt;br /&gt;
* Turn 12 [[Wet Clay Mortar]] into 12 [[produces::Clay Mortars]].&lt;br /&gt;
* Turn 12 [[Wet Clay Jugs]] into 12 [[produces::Jugs]].&lt;br /&gt;
'''Note''': You can mix resources in the kiln (e.g. 6 wet jugs and 6 wet firebricks) up to the maximum capacity of 12 items.&lt;br /&gt;
&lt;br /&gt;
Each of these uses requires 6 [[fuel::Wood]] to fire the kiln.&lt;br /&gt;
&lt;br /&gt;
A newly built True Kiln will survive 40 firings and then can crumble at any time when firing.  You may want to consider tearing it down for salvage before it crumbles to save on firebrick.&lt;br /&gt;
&lt;br /&gt;
==Related Pages==&lt;br /&gt;
*[[Kiln]]&lt;br /&gt;
*[[True Kiln]]&lt;br /&gt;
*[[Reinforced Kiln]]&lt;br /&gt;
*[[Vault Kiln]]&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=101837</id>
		<title>Kickstarter</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Kickstarter&amp;diff=101837"/>
		<updated>2016-05-20T17:51:15Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kickstarter Proposal:  These are my rough thoughts on what a kickstarter to rewrite the game engine could look like.  Feedback/modification is appreciated&lt;br /&gt;
&lt;br /&gt;
Kickstarter Goal:&lt;br /&gt;
Fund the rewriting of the Game Engine, recreation of lost models, recreation of lost art assets, general game improvements.  The overall goal being to bring ATITD into the modern era of MMORPGs, improve performance, and improve the overall stability, maintainability, and ease of improvement.  (note sure what of this should be stretch goals and what is the base.  Probably the rewrite of the game engine should be the base as it is really needed, but the rest seem to be in support of that goal).&lt;br /&gt;
&lt;br /&gt;
Reward Ideas:&lt;br /&gt;
* Special Thanks/Special Mention (Low tier reward, probably $1-5)&lt;br /&gt;
* T-Shirts, Ballcaps, some other physical merchandise&lt;br /&gt;
* See if any active players can make things ATITD related and partner with them (good publicity for them as well as ATITD).&lt;br /&gt;
* Subscriptions?  Perhaps at a higher cost than what's in the store to support ATITD?  I don't like this idea very much but its an obvious one.  Maybe giftable subscription tokens that are good for the rest of the telling?  I'd avoid T8 subscription pre-sales as T8 is not guaranteed at this point nor do you want to spend subscription money on the rewrite.&lt;br /&gt;
&lt;br /&gt;
In game rewards:&lt;br /&gt;
*Sheep (maybe T8 sheep)&lt;br /&gt;
*Camels (maybe T8 camels)&lt;br /&gt;
*In game cosmetic items (like the cats that were available at one time, or maybe a PONY :) )&lt;br /&gt;
*In game resources (e.g. crate of 10,000 flax or some other item.  Make this purchasable multiple times as part of the campaign, as I think this would be a high demand item.  I'm not a fan of this or any in-game functional items being available in the store permanently)&lt;br /&gt;
*Custom Emotes or Titles&lt;br /&gt;
*In T8 have a region named after you/name a region (within limits).&lt;br /&gt;
*Camp Decoration (can be purchased multiple times, functionally equivalent to what's in the store, but maybe this one can add a few wood worth of trees or something).&lt;br /&gt;
*Pharaoh's Wine: a bottle of wine that can fulfill a requirement on a wine notebook (user's choice).  Unlike normal wine, this cannot be tasted, only used as a menu item.  This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
*Pharaoh's Cuisine: A one-use meal that gives a Gastonomy point.   This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
*Pharaoh's Hashish: A one-use herb that gives a fumeology point. This should have a cool in-game art asset and be placeable in a compound if not used.&lt;br /&gt;
*Pharaoh's Ancient Map: A map of ore locations in a small area.  This should have a cool in-game art asset and be placeable in a compound if not used&lt;br /&gt;
*Pharaoh's Secret Oasis: This should be a very rare and expensive reward.  You are given the ability to work with a GM to drastically change the ecology of an area out in the desert.  You can add whatever resources you want there, even special ones (e.g. add water/dirt/clay/limestone/white sand, red sand, etc).  Downside is that it has to be far away from chariot stops&lt;br /&gt;
*Pharaoh's Special Chariot: Reduces your TT consumption significantly (halved, quartered) when using various warps.  &lt;br /&gt;
*Pharaoh's Student: halves costs of learning skills (perhaps for T8).&lt;br /&gt;
*Pharaoh's Garden: Limited Edition/Special flowers that can be crossbred as normal (perhaps colors that are hard to do.  A little superfluous with mutagenics being unlocked).  Maybe for T8?&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Trade&amp;diff=101827</id>
		<title>User:Dresdor/Trade</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Trade&amp;diff=101827"/>
		<updated>2016-05-20T14:48:14Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am currently in need of the following items:&lt;br /&gt;
*Saw Blades (any quality)&lt;br /&gt;
*Hatchet&lt;br /&gt;
*Resin Wedge&lt;br /&gt;
*Iron (or nails)&lt;br /&gt;
*Copper&lt;br /&gt;
*Medium Stones&lt;br /&gt;
*Cuttable Stones&lt;br /&gt;
*Leather&lt;br /&gt;
*Concrete&lt;br /&gt;
*sheep&lt;br /&gt;
&lt;br /&gt;
I do not have much in the way of production capability, so I can only make basic resource, vegetables, and of course flax.  Eventually I will be making glass, but I need to get everything set up first.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Trade&amp;diff=101826</id>
		<title>User:Dresdor/Trade</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Trade&amp;diff=101826"/>
		<updated>2016-05-20T14:47:57Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: Created page with &amp;quot;I am currently in need of the following items: Saw Blades (any quality) Hatchet Resin Wedge Iron (or nails) Copper Medium Stones Cuttable Stones Leather Concrete sheep  I do not ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am currently in need of the following items:&lt;br /&gt;
Saw Blades (any quality)&lt;br /&gt;
Hatchet&lt;br /&gt;
Resin Wedge&lt;br /&gt;
Iron (or nails)&lt;br /&gt;
Copper&lt;br /&gt;
Medium Stones&lt;br /&gt;
Cuttable Stones&lt;br /&gt;
Leather&lt;br /&gt;
Concrete&lt;br /&gt;
sheep&lt;br /&gt;
&lt;br /&gt;
I do not have much in the way of production capability, so I can only make basic resource, vegetables, and of course flax.  Eventually I will be making glass, but I need to get everything set up first.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=Dresdor&amp;diff=101769</id>
		<title>Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=Dresdor&amp;diff=101769"/>
		<updated>2016-05-19T19:32:41Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: moved Dresdor to User:Dresdor/Dresdor: page should be deleted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Dresdor/Dresdor]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Dresdor&amp;diff=101768</id>
		<title>User:Dresdor/Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Dresdor&amp;diff=101768"/>
		<updated>2016-05-19T19:32:41Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: moved Dresdor to User:Dresdor/Dresdor: page should be deleted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Dresdor&amp;diff=101767</id>
		<title>User:Dresdor/Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Dresdor&amp;diff=101767"/>
		<updated>2016-05-19T19:31:56Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor&amp;diff=101766</id>
		<title>User:Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor&amp;diff=101766"/>
		<updated>2016-05-19T19:31:35Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently a bit nomadic, returning after a hiatus since T4, looking for a place to call home, but once I settle I'll be making glass and taking names.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Dresdor&amp;diff=101718</id>
		<title>User:Dresdor/Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Dresdor&amp;diff=101718"/>
		<updated>2016-05-19T13:36:48Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently a bit nomadic, returning after a hiatus since T4, looking for a place to call home, but once I settle I'll be making glass and taking names.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Dresdor&amp;diff=101717</id>
		<title>User:Dresdor/Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t7w/index.php?title=User:Dresdor/Dresdor&amp;diff=101717"/>
		<updated>2016-05-19T13:36:31Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: Created page with &amp;quot;Currently a bit nomadic, looking for a place to call home, but once I settle I'll be making glass and taking names.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently a bit nomadic, looking for a place to call home, but once I settle I'll be making glass and taking names.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
</feed>